Recently, I read this wired article on why we should design somethings to be “difficult” to use. After reading it, I realized that the author uses all the right reasons but comes up with the wrong conclusion for all of them.
tl;dr: No, don’t make things difficult to use. Understand your user, and make things that work for them, and then make them easy to learn and use.
Pleasures of mastery
The author cites Flow but ignores that Flow emphasizes incremental difficulty to allow users to learn, explore, and become better with more practice. Contrary to the take away of this article, flow emphasizes matching difficulty to skill, and arguably makes a case for making things less difficult.
Difficulty makes things exclusive
The author cites an example of a product failing because it made things so easy that the users felt threatened.
Here the challenge is not that the software was easy to use, it was that it failed to take the users on a journey, and was perhaps devoid of feedback they needed to trust the software. E.g. Airbus when it launched the first fly by wire jet, created a joystick which controlled the airplane electronically. Pilots were used to hydraulic controls that gave them feedback when they steered the plane. The pilots militated against because the joystick made things “too easy” and gave them no feedback.
As product managers, we shouldn’t conflate adoption problems with ease of use. Great products take entrenched users on a journey where they discover their own super powers as they spend more time with the product. Great products should threaten their users no more than an Iron Man suit threatens a skilled soldier.
Danger may be safer
This is an interesting point as it positions those who build software as paternalists, who understand what’s best for the user (as opposed to what’s the best way to solve a user’s problem). For some products, this makes sense (e.g., a modern jet will override what the pilot is trying to do if it is detrimental to the plane). Again, good software decides the best way to help a user make a good decision is by giving them feedback on bad decisions, not by making things difficult. This problem is solved by approaches of soft paternalism, e.g. choice architecture.
Expert Mode & The Pro Am phenomena
This is worrisome misrepresentation. The driving phenomena here is that the user desires more capabilities, not necessarily more difficulty. Ease of use is a subjective concept, where the subject is the user. If a user needs more powerful features in a product, or greater control, these features should be done in a manner that is easy for such a user. If such a product turns out to be difficult for a novice, so be it.
Are you making it easy to do something badly?
I think the case the author is trying to make is not one for difficulty, but for products that *work* . If a product doesn’t work, making it easy will certainly frustrate users (e.g. word correction on iOS is extremely infuriating more often than not, because it doesn’t work and is super easy)
Let the objective not be to make things difficult, but if things are difficult, try to understand what the user is trying to do, and how the product enables the user. Ease is a subjective construct, and is defined by the user and the user’s needs. Great designers understand this, and can take users on a journey.