Tag Archives: Product Design

Behavioural Science Comes of Age

I remember when behavioural economics was the clever bloke at the party. Late 2000s. Slightly rumpled like its genial flag bearer, Rory Sutherland1. Saying interesting things while everyone else was still banging on about best practice.

And as a one-time Psych grad, I swallowed it whole. Loss aversion, scarcity, social proof, that small but seemingly ever-growing catalogue of cognitive quirks that explained why perfectly rational adults turned into anxious pigeons the moment you asked them to choose between two identical hotel rooms.

Then I did what most of us early adopters did. I took those ideas and applied them to all the booking flows, creating a second layer of UX and UI polish. “Only two rooms left!” “Five people are looking at this right now.” Little interruptions multiply in the corners and the shouty bits of the checkout. I told myself it was science. But mostly it was just persuasion dressed up in pseudo-academic language.

And the internet did what the internet does. It copied and pasted the same mechanics and ran them into the ground. More fake scarcity. Countdown timers. Urgency theatre. Some of this was just cheeky pestering, the digital equivalent of a shop assistant hovering, but plenty of it crossed a line into deception: designed to manufacture urgency, hide real costs, or make ‘no’ harder than it has any right to be. That was a dishonesty that’s technically deniable but emotionally obvious. Users learned the patterns, practitioners got squeamish. Behavioural’ became shorthand for ‘manipulative’, and anything adjacent to nudging got lumped in with deceptive patterns, née dark patterns2, for reasons that still feel faintly performative. Sometimes these labels were applied fairly, sometimes lazily.

Meanwhile, Rory didn’t really change. The medium did. His style, heavily anecdotal, contrarian, the world slightly upside down, really suited the algorithmic churn of social feeds far better than it ever suited a conference room. And irritatingly, he’s still right about a few core things: humans are not neat rationalists; context does more work than features; and the “obvious” fix is often the wrong one.

So you end up with this weird stalemate. Practitioners don’t want to touch behavioural ideas because the last decade trained them to associate them with cheap tricks. Users don’t trust anything that looks like psychological leverage. Theorists keep publishing, but the bridge from theory to design practice is messy and full of bad incentives.

So, herewith the awkward admission: I still use behavioural thinking constantly. I just don’t tend to label it. If you’ve worked on complex journeys, you can’t avoid it. Sequencing, defaults, framing, expectation-setting, reassurance, when to show less rather than more, darling, that’s all behavioural design, whether you call it that or pretend you’re simply reducing friction.

Ergo, the real problem is where in the journey it got applied. When behavioural economics becomes synonymous with end-of-funnel UI hacks, it’ll always feel grubby, because there it’s operating at the point of maximum vulnerability and minimum patience. To the numbers-fixated, that’s exactly where the temptation to push is strongest, and where user suspicion is most justified.

I think we should want to bridge the 15-year gap to the bigger ideas, and the way back is boring, structural, and I hope therefore, credible.

Firstly, move it upstream. Use behavioural insight to shape the service and the whole journey, not just the microcopy. If the product is confusing, no amount of “Only 2 left” pop-ups will rescue it. If the decision is overloaded with complexity, the win is reducing the choice set, clarifying trade-offs, and placing reassurance where anxiety is highest. That’s judgement, not sleight of hand.

Take the UK’s driving-test booking fiasco: on paper it’s “too much demand”, but behaviourally it’s an uncertainty machine that turns normal people into refresh-addicts and slot-hoarders, so it’s hardly surprising when a grey market blooms. When a system is opaque, time-bound, and framed as a win/lose binary (a slot exists or it doesn’t), you don’t get compliant queueing; you get panic economics: people book anything anywhere “just in case”, cling to dates they’re not ready for (because letting go feels like falling off a cliff), and outsource hope to various apps and bots.

The upstream fix is to stop rewarding speed and start redesigning allocation: move away from pure first-come-first-served and into a batch or lottery mechanism that collects requests over a window and allocates oversubscribed slots randomly, with cancellations rolling into the next batch so you can’t transfer a slot by cancelling and instantly rebooking under someone else’s name. Theory and lab evidence from market-design work on appointment booking shows this structure makes scalping unprofitable because speed stops being the advantage. Add a small, refundable booking deposit (say £5–£10, returned on attendance or timely cancellation) to put a bit of skin in the game without pricing people out, and you’ve damped the casual “book three and see what happens” behaviour that also fuels the chaos. Then fold in DVSA’s change limit (two changes per booking, including swaps) and the restriction on moving test centres, but actually explain these rules inside the journey so learners don’t experience it as punitive post-facto. Once people can predict the system and trust that releasing a slot doesn’t reset their entire life, the gaming collapses under its own boredom; you don’t need scarcity theatre when you’ve fixed the incentives. See, no need to go crazy in Figma.

Secondly, be explicit about ethics. Not an intention or vibes, the actual lines: what behaviour you’re trying to encourage, who benefits, and what the failure state looks like if it works too well. If you can’t say “this benefits the user” without shifting awkwardly in your Herman-Miller, you’ve learned something useful.

Thirdly: replace the anecdote-as-proof culture with evidence that doesn’t insult anyone (this one’s the hardest for me, I love an anecdote). Small experiments tied to meaningful outcomes. Clear reporting. A willingness to bin interventions that, whilst driving short-term conversion, corrode customer trust. Most teams simply need permission to run proper tests and speak plainly about consequences.

Of course, we never stopped shaping behaviour, we simply got self-conscious about admitting we did. The route back is behavioural thinking with its assumptions stated, its trade-offs owned, and its use grounded in real user conditions; people don’t need to be told “nudges are good” in 2026.

My thanks to Tom Harle for the original provocation.

AI: I used AI for the tags, the excerpt, and a light sub-edit. The ideas, references, observations, and anecdotes are mine.

  1. To be clear: Rory didn’t originate behavioural economics. He became its most visible adland interpreter, a jolly and witty TED-friendly translator of work done by Kahneman/Tversky, Thaler, Sunstein, and others. ↩︎
  2. Dark Patterns were coined by Harry Brignull, who gets too little credit for it. ↩︎

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From Idea to Spaghetti: The UX Gap Killing Home 3D Printing

Here we are, a month on from Christmas, and a new 3D printer hums away in our home office. Our 11-year-old wants to print a simple fidget toy to show his mates on the school bus. Small object, quick reward, low stakes. The marketing.and the social shorts imply this is exactly what the printer’s for.

The reality is different. The printer works, of course it does, and the model exists. But the user has hit a wall.

That wall is the missing middle between “I want this object” and “here’s how to manufacture it.”

Consumer 3D printing hardware has improved fast: cheaper, sturdier, more reliable. Model libraries are abundant. The breakdown happens in the software, specifically the slicer. This is the gateway to printing, and it’s built like an expert tool.

The mismatch is structural. A beginner wants a reliable outcome; the slicer demands process control. More specifically:

  1. Language doesn’t map to intent
    Slicers expose machine concepts and internal mechanics. They describe parameters you can change: retraction distance, Z-offset, support interface, seam position. These settings are real, and they matter. But they’re barely framed around what the user is trying to achieve.

Beginners don’t think, “I need to adjust my retraction.” They think, “Dad, why’s it suddenly all stringy?” They don’t think, “support roof.” They think, “Dad, how do I get this off without snapping it?”

When labels map to the machine rather than the outcome, users can’t predict consequences. They can only guess, or disappear down Google rabbit holes.

  1. Choice isn’t prioritised
    Most slicers present “available” and “appropriate” as equals. The result is a dense panel of options with weak hierarchy and next to zero guidance on what matters first.

It may be designed with the intention of empowerment and precision. In practice it lands as cognitive burden. For a novice, the implicit message is: if this print fails, it’s because you couldn’t figure out to configure it correctly.

  1. Feedback arrives too late
    3D printing has a slow loop. Prints take hours and failures often show up late, or worse, out of sight. The cost of learning is time, material, and patience. When you’re 11, with limited downtime in the week and busy weekends, the threshold for giving up is pitifully low.

When things go wrong, the slicer rarely helps you diagnose or recover. And when the workflow itself is fragmented, ie. slice on one device, move a memory card, print on another, the feedback loop gets even weaker. People end up in forums, LLMs, and YouTube. There they meet the expertise gap: explanations (from well meaning nerds) built on mental models they don’t yet have.

A home office with a desktop 3D printer mid-print, tangled filament on the build plate, and a child sitting nearby watching the failed print in silence.

The net result is the domestic print system collapsing like a soufflé. The child loses interest because the reward is delayed and fragile. The parent becomes a reluctant technician, spending evenings debugging through YouTube and ChatGPT rather than, y’know, making. Eventually the printer becomes background noise, a source of family tension and, ultimately, a dust collector.

None of this requires better hardware. It requires different system behaviour.

A simpler learning curve would start with intent, not settings:

Does this need to be strong, or just look good?
Is speed important, or a reliable outcome?
Are you OK with supports, or should we minimise them?

Translate those answers into parameters quietly, and surface the trade-offs in plain language:

Cleaner finish = harder support removal.
Faster print = higher failure risk.
Stronger part = longer print time.

Then, add risk detection and guided recovery through intelligent prompting:

“First layer contact looks low for this material; this often fails. Increase it?”
“Stringing likely from this preview; reduce temperature or increase retraction?”

If a print fails, treat it as evidence, not user incompetence:

“It didn’t stick” – ie. adhesion failure – propose bed/temp/first-layer changes.
“The layers are in the wrong place” – ie. layer shift – propose speed/acceleration/belt checks.
“The supports damaged the print” – propose support style/density/contact changes.

That’s the missing middle: decision support, progressive disclosure, supervised recovery. As ever, the software work is not adding more controls to the slicer UI. It’s helping novices get to a successful print without turning a weekend hobby into an apprenticeship.

At this point someone will say, “Plenty of crafts are hard.” True. But many have immediate feedback, you see the mess you make with a brushstroke straight away. Others take longer, ceramics, for example, but typically a coach is alongside you, and you start small.

With 3D printing, the existence of model libraries and exciting videos creates a false sense of readiness. You’re effectively handed the Mona Lisa in week two and told to have at it. Or you’re asked to kick a 40-yard conversion in a stiff breeze, with no useful feedback as to why it fell short or why she’s got a wonky eye.

Until slicers take responsibility for the learning curve they impose, home 3D printing will keep making the same breezy social media promise that “anyone can make!” and delivering the same experience: anyone can… eventually.

AI: I used AI for the tags, the excerpt, image generation, and a light sub-edit. The ideas, references, observations, and anecdotes are mine.

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Time Returned, Time Resold

Rain-blurred motorway at dusk viewed through a windscreen; dashboard lights glow amber in an empty driver’s seat — a quiet image of autonomy and time unclaimed.
Autonomy promised freedom. Instead, it gave us metrics.

Every few years a new invention turns up promising to give us time back. The dishwasher did it, then the calendar app, now the self-driving car. Efficiency, they say, is liberation. But the minutes never come home. They’re quietly re-employed: answering messages that weren’t urgent until we saw them, scrolling through news we already half-read. We don’t get more time. It just comes back wearing a different outfit.

Design now speaks the intoxicating language of generosity. We’ll save you clicks. We’ll make it seamless. Lovely words, but they come with a tempo you didn’t choose. The system nudges, reminds, congratulates you on your streak. Even the oven chirps when it’s done pre-heating. Helpful, yes – in the way a personal trainer is helpful when all you wanted was a walk.

Efficiency was meant to hush the world, not make it chatter. Parcels update you mid-journey, cars suggest faster routes, TV apps interrupt the credits to make sure you don’t go off to bed just yet. You start to feel managed by your own apps and appliances. Is it me, or do they all sound slightly pleased with themselves?

Still, there is a deeper promise in all this autonomy. Because the best thing about a self-driving car isn’t speed, it’s permission. The choice to drive when you want to: for rhythm, for presence, for drivers like me who relish the satisfaction of line and camber, and to switch off when you don’t. The long crawl north to the Lakes. The dawn blast to the airport. The late-night, rain-spray-soaked slog home when you’d gladly hand over the wheel and let the motorway unspool while you exhale, watch the window-light flicker, maybe half-doze through an episode of something forgettable. Control should be optional, not constant.

That’s what the technology could be about: selective surrender or a quieter freedom. But for some unfathomable reason, the marketing and product design departments have decided autonomy is best packaged as constant optimisation. That means another dashboard app full of metrics and prompts and juanty reminders. We built cars clever enough to drive themselves, then gave them personalities that never stop talking.

Real luxury now isn’t speed but discretion: the right to decide how long something should take. To drive when you feel like driving. To look out of the window when you don’t. Technology can make both possible.

Convenience promised to return our hours, but mostly it’s taught us to account for them. Every minute feels spoken for. Perhaps the odd thing is how willingly we’ve agreed to it and the peculiar pleasure we take in shaving seconds off tasks we didn’t enjoy anyway.

Maybe the best thing a self-driving car could do is forget the ETA and let us forget, too.

AI: This piece was refined with AI, for the image prompt, tags, excerpt, and a little sub-editing. The ideas, references, and rhythm are mine.

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You’ve Booked the Flight. Now Feed the Cat.

Or, What a Ryanair journey map taught me about real UX.

There’s a type of interface that shows up on Dribbble every few months: flight check-ins, boarding passes, baggage-tracking dashboards. Always slick. Always serene. The UI equivalent of cucumber water.

Most of them start at Choose your seat and end at Enjoy your flight. Which is tidy. But also nonsense.

A few years ago, I worked on a project for Ryanair. I drew out a journey map (with pens, natch), not the polished, stakeholder-pleasing kind, but something closer to the real emotional terrain of travel. One that began well before the confirmation screen. One that started, in fact, with the cat.

Because booking a flight isn’t a clean beginning. By the time anyone taps “Book now,” they’ve already trawled five sites, tried to align half-term dates with the one cousin who replies to group chats, checked weather reports, and googled “Do I need a visa for Croatia?” even though they’re flying to Naples.

Life admin, not travel ambition, is what usually kicks things off. That’s where the journey begins.

The diagram traced everything from that fraught pre-booking stretch through to the post-trip hangover, highlighting the emotional and logistical clutter that most airline UX avoids. Not because it isn’t there, but because it’s messy. And mess doesn’t fit neatly into a product roadmap.

There’s the bit after you book, when nothing much happens, except everything might. The vague unease when no one’s confirmed your seats. The passive-aggressive alert that “something has changed” in your itinerary, but you’re left to figure out what. The nervous rechecking of emails. The slow panic over cabin bag dimensions.

Then comes the day itself. A spike in interaction. The printer runs out of ink. You’re stood at Departures at 6:30am trying to download Peppa Pig episodes with 4% battery and no signal. Your toddler’s hungry. Your partner’s tense. And you’re still wondering if you packed the Calpol.

And yet… this is the brand moment. Not the glossy UI, not the neat API integration. Just this: the knot in your stomach, the uncharged phone, the boarding pass you can’t pull up without a connection.

The map tried to capture that. Not to romanticise it, but to acknowledge it.

Even on the return leg, the friction isn’t over. Passport queues. Lost luggage. The existential despair of a train replacement service. You get home, open a week’s worth of mail, find a parking fine, trip over a stray shoe from the hasty departure packing, and realise you didn’t leave anything for the cat-sitter.

Most journey maps stop at wheels-up. Ours didn’t. Because experience doesn’t follow a clean arc. It loops, it stutters, it sags in the middle. Thoughtful UX understands that.

A tired parent, dressed in a dark winter coat with a fur-lined hood, stands in a dimly lit Swedish airport baggage claim area late at night. They are looking down at their phone, which shows a 4% battery icon. To their left, a child sleeps soundly in a dark grey stroller. A large, dark suitcase tilts precariously next to the parent, appearing as though it might fall. In the background, an empty luggage carousel stretches out, with a few other suitcases scattered on it. Further back, blurred figures of other travelers are visible, and the warm glow of a vending machine can be seen on the far left. The overall atmosphere is one of exhaustion and quiet resignation.

Of course, Ryanair won’t build an app that books your pet-sitter or packs plug adapters. But this kind of messy map reveals where the brand can quietly show up—not with a feature, but with timing, tone, and the rare dignity of being understood.

Maybe that’s a 6-sheet in the departure lounge that says “Still cheaper than therapy.” Maybe it’s an email that clears, not clouds. Maybe it’s an in-seat comm that drops the marketing voice for once and just says: “Made it. Welcome back.”

Even for Ryanair, in fact especially for Ryanair, those moments can build memory, trust, and repeat business. Because no one remembers the boarding pass. They remember how they felt when the wheels touched down, the keys were missing, and the cat looked at them with contempt.

You’re not designing for delight. You’re designing for 4% battery, no signal, and a queue that won’t move. That’s where memory lives. And maybe loyalty too.

AI disclosure: This piece was written with the assistance of AI, used strictly as an editorial and thinking partner. All ideas, edits, and final phrasing are mine. ALT text and tagging were also generated with AI support.

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Amazon’s UX: Why Customers Ignore the Chaos

Amazon’s interface is a mess. Everyone knows it, doesn’t matter if you’re in the industry or you just use it to buy lightbulbs, the odd book and some fancy Tupperware. It’s the digital equivalent of a hoarder’s house, clutter everywhere. A friend of mine once memorably described looking for something as like “rummaging through a warehouse with a torch”, but [she does it because] “I know the bloody thing I want is in there somewhere”. On any given part of the site there’s inexplicable stacks of unrelated items, and a sense that at any moment, something might fall on you. My particular hate are sponsored listings, intruding like pushy sales reps with their irrelevant nonsense while you’re on the way to buy the actual thing you searched for (although sometimes the actual thing turns out to be a not-quite-there copy from some random far-east factory). Genuine customer reviews also get buried under an avalanche of SEO-stuffed nonsense, and yet, dear reader… here I am, ordering 90% of what I buy from Amazon. And you do too.

However frustrating the experience, it isn’t bad enough to drive people away. Fast delivery, sheer product choice, and a checkout process so frictionless it should be flagged with Gamble Aware. All of this outweighs the UX sins.

So, Does UX Even Matter?

It is a question worth asking. If a platform’s core proposition is so compelling, with cheap prices, instant gratification and no meaningful alternative, does the user experience really determine success? Or does it just need to be functional enough?

The Amazon Conundrum

Armchair critics love to dissect Amazon’s UX. In the dark corners of the UGC web, Reddit threads are full of users raging against the chaotic interface. Tech journos lament the aggressive Prime pushing, the pay-to-win search results. On paper, it’s a usability horror show. But let’s be clear, Amazon isn’t neglecting UX. It employs entire teams of UX designers, researchers, and engineers who are constantly refining the experience. Not to make it more elegant, but to make it better at selling things. If adding another sponsored listing increases revenue, they’ll do it. In 2022 alone, Amazon made over $31 billion from its advertising business, largely driven by these placements, making it a core part of their revenue model (Vox). If customers still find something to buy despite the friction, then as far as Amazon is concerned, the system is working just fine. The difficulty we have as UXers is understanding and reconciling this. Because we see ‘Sponsored’ listings trump the actual best-result search listing we say “This is wrong, users hate this!” but somewhere deep in Amazon HQ is the data to say, “You know what, they actually don’t, and here’s some more $” (EcommerceFuel and others provide further context on how Amazon’s sponsored listings work and why they persist). The same logic applies to other blunt instruments like relentless pop-ups (deeply irritating but demonstrably effective at nudging hesitant users into making a decision) and those blinking, anxiety-inducing countdown timers all over that Instagram brand’s shop aren’t there by accident either.

When UX Takes a Back Seat

Of course, Amazon is hardly alone. Plenty of other sites with objectively terrible UX remain dominant because their value proposition is simply stronger than the frustration they cause:

  • Booking.com drowns you in pop-ups and ‘Only 1 left at this price!’ warnings. Yet its vast selection and competitive pricing make it impossible to ignore.
  • British Airways’ website looks and feels like it’s been trapped in 2009, but people still book flights because, they will always believe the brand stands for something British and the pilots are the best trained and most decent in the skies.
  • Vinted The latest upstart eCommerce brand is having a runaway success in the UK but this is absolutely down to the simplified sell-send logistics and payment process, and definitely not to the bloody awful filtering and product exploration UX (seven different ways to filter on Ralph Lauren sweaters anyone?).
  • GP surgery websites, National Rail, car park booking systems, there’s a vast ecosystem of poorly designed necessities that survive because users effectively have no choice or poorly rationalise their value/essentialism.

This phenomenon isn’t anecdotal or lost on UX thinkers. As David C. Wyld argues in The Endless Battle Against Bad UX, poor usability is pervasive in major companies, and fixing it isn’t always a top priority. Similarly, The World is Running on Bad UI (Michal Malewicz) notes how many essential services and platforms operate on clunky, outdated interfaces yet remain functionally irreplaceable. Their insights reinforce the central argument here: bad UX doesn’t necessarily mean bad business.

The Captive Audience Factor

The obvious point here is that there is a difference between platforms like Amazon, where the UX is frustrating but functional, and services where users are stuck with whatever’s available. The difference with Government portals, legacy corporate systems, anything remotely tied to infrastructure is that these things aren’t just designed badly; they are fundamentally unmotivated to improve.

It’s not even a matter of UX being ignored (again, plenty of these organisations are populated by skilled and well-meaning design folks), it’s often a mix of limited budgets, outdated tech stacks, bureaucracy (many hands), and the sheer pain and complexity of rebuilding something that’s been patched together over decades.

The same logic applies to countless internal systems in large organisations, where usability takes a backseat to bureaucratic inertia and legacy technology. Everyone grumbles about it, but change is slow, and innovation rarely prioritises the dull but essential parts of work life. Just as no one is investing to replace the office microwave that’s been there since the turn of the millennium, so we continue to suffer through whatever shitey interface we’re given.

The Reluctance to Overhaul

Could Amazon wholesale overhaul its UX if it wanted to? Technically, yes. But would it be worth it? Probably not. The site is a sprawling ecosystem of millions of products, channels and third-party sellers, advertising deals, and logistics chains. Trying to impose a sleek, minimalist interface would mean unpicking the very mechanics that drive sales at an enormous cost.

The same goes for other massive platforms. The bigger and more layered a system becomes, the harder (read more expensive) it is to rebuild from the ground up. This is exactly the scenario I described in The Local Maximum Problem, where businesses become trapped in cycles of micro-optimisation rather than taking bold steps toward meaningful UX improvements. Businesses, especially ones as enormous and entrenched as Amazon, often optimise for small, short-term gains instead of taking the risk of a complete overhaul. They’ve reached a peak where micro-adjustments keep the machine running, even if they don’t solve fundamental UX flaws. Redesigning from scratch is a leap into the unknown, and when the current setup is still printing money, who would take that risk? Maybe they update a search filter. Maybe they tweak the layout slightly. But the underlying experience remains a Frankenstein’s monster of competing priorities.

So, Does UX Matter?

Yes, but not in the way purists would like to believe. Good UX reduces friction, increases trust, and improves efficiency, but it doesn’t always dictate whether people use a platform. When the value proposition is strong enough, users will tolerate a lot.

The idealistic view is that platforms should improve out of respect for their users. But what do you think? Have you ever abandoned a platform because of its terrible UX, or do you find yourself sticking with frustrating experiences because the value proposition is just too strong? Perhaps if people keep clicking, why fix what isn’t broken?

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