Therapeutic Focus Strap With Tactile Elements

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Solution Overview

Problem

Current fidget devices for improving cognitive focus in learning environments are often distracting and prone to being used as projectiles, failing to provide a calming therapy that keeps hands free and does not disturb others.

Innovation Solution

A handheld therapeutic cognitive focus device featuring a strap with rotatable beads, fabric paint patterns, and adjustable strings with weighted beads, designed to provide tactile sensations while allowing attachment as a bracelet, maintaining user engagement without drawing attention or causing disruption.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If current fidget devices are used to improve cognitive focus, then tactile stimulation is provided, but noise is generated that distracts other persons nearby

Engineering Contradiction:
Improvecognitive focusVSAvoidnoise distraction
Core Design Contradiction:
ReliabilityVSObject-generated harmful factors

Solution Approach 1:

The patent extracts the harmful noise-generating components from traditional fidget devices and replaces them with silent tactile elements. The focus device provides tactile stimulation through textured surfaces and movable components that do not produce distracting noise, thereby maintaining cognitive focus benefits while eliminating the harmful noise factor for surrounding persons.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent employs simple, lightweight tactile elements that provide effective stimulation without complex mechanical parts that generate noise. These elements are designed to be durable yet simple in construction, providing long-term use value while maintaining silence and preventing the device from becoming a projectile hazard.

Inventive Principle:
Principle #27Cheap short-living objects (Disposable)

2Reliability

If current fidget devices are used to improve cognitive focus, then tactile input is provided, but the device is prone to becoming a projectile when not attached

Engineering Contradiction:
Improvecognitive focusVSAvoidprojectile hazard
Core Design Contradiction:
ReliabilityVSObject-affected harmful factors

Solution Approach 1:

The patent merges the focus device with a wearable carrier such as a keychain, clip, or attachment mechanism that secures the device to the user's person or belongings. This combination ensures the device remains attached and cannot become a projectile, while still providing accessible tactile stimulation for maintaining cognitive focus during learning activities.

Inventive Principle:
Principle #5Merging (Combining)

3Reliability

If fidget devices are used to increase on-task behaviors, then cognitive focus is improved, but the device may distract or annoy others in immediate surrounds

Engineering Contradiction:
Improvecognitive focusVSAvoidsocial distraction
Core Design Contradiction:
ReliabilityVSObject-generated harmful factors

Solution Approach 1:

The patent removes the noisy and visually distracting elements from traditional fidget devices, retaining only the essential tactile stimulation components. This extraction allows the device to provide cognitive focus benefits while being unobtrusive to others in the learning environment, eliminating social distraction harms.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent designs the focus device with localized tactile features concentrated in a small, manageable area that provides effective stimulation without occupying excessive space or drawing unnecessary attention. The tactile elements are positioned to engage the user's fingers or hand locally, providing focus benefits while minimizing visual and spatial distraction to surrounding persons.

Inventive Principle:
Principle #3Local quality

4Reliability

If multiple tactile features are added to provide varying sensations, then cognitive focus is enhanced, but device complexity increases

Engineering Contradiction:
Improvecognitive focusVSAvoiddevice complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent segments the tactile stimulation function into multiple distinct but simple features integrated into a single device. Each segment provides a different tactile sensation (e.g., textured surfaces, ridges, smooth areas, movable elements), allowing users to vary stimulation types while keeping each individual component simple and the overall device manageable in complexity.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS11904100B2Focus band
Publication Date: 2024.02.20 GLINSKI KYLE
  • US11904100B2 patent drawing
  • US11904100B2 patent drawing

AI summary

A therapeutic cognitive focus device for improving the cognitive focus of a user in a learning environment by providing a variety of tactile sensations for the user is described. The device includes a strap having ends adaptable to form a bracelet or the like, and having various focus elements attached to or formed on the strap for a user to engage in hyperactive movements to increase cognitive focus. A first focus element comprising at least one rotatable bead, a second focus element comprising a plurality of fabric paint patterns, and a third focus element comprising at least one adjustable string having various shaped weighted ends, each providing a variety of tactile sensations when engaged by the user. The tactile sensations provided to the user when operating the device contribute to increasing cognitive focus when used in a learning environment. When cognitive focus is required by a user for the task at hand, the unobtrusive manner of the device and minimal noise created by engaging the focus elements prevent distractions to other persons nearby in an office, classroom, or other learning environment.