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There's a bias that I've been silently pondering for a few years: the user experience of video game consoles is so much worse than general consumer apps, but it's rarely mentioned.
Both Microsoft and Sony released 'next gen' consoles in 2020, which objectively have interfaces that are considerably worse than most of the software you'll use daily.
My initial rationale was that the complexity of having a controller—with buttons and joysticks, instead of a cursor—made it more challenging.
I've spent a few months with both the Xbox Series X and the Playstation 5, agonising over the small details. And whilst I still think that the controller is a limiting factor, it's not the reason for this bias.
And importantly, you don't need to be passionate about either console to (hopefully) enjoy this—it's designed in a way to have clear UX takeaways that are relevant to general software design.
Let's jump right in:
Firstly, let me show you a good exercise to benchmark one product against another (useful for competitive research).
On the surface it looks too simple to be valuable, but having used this methodology for years—and over many industries—I can vouch for its effectiveness.
I've created a basket of 30 'common' tasks, split over 3 categories, and then recorded a series of datapoints during the completion of those tasks.

A behind the scenes look at how I redesigned the Built for Mars sign-up flow, and iterated from early feedback.
The two "obvious" fixes that did nothing
Why you shouldn't always force an input
Why limiting the user's choices can be beneficial
Hinge built its reputation on a single promise: it's the dating app that wants you to leave. This is a breakdown of how the interface is actually engineered to make sure you don't.
How dating apps keep you engaged (not romantically)
The design equivalent of clickbait headlines
How Hinge leverages social scarcity
The challenge for a navigation app isn't to efficiently show you the best route, it's to make you believe that you've found the best route.
How strategy influences design
Waze is cornered, and slowly shrinking
What Apple's strategy appears to be

From rat mazes to coffee apps: why the motivation to reach a reward increases the closer your users get to their goal.
How to use the Goal Gradient Effect
Spinning the flywheel of purchases
Why your rules need to be clear
Sometimes, the best onboarding is no onboarding, and simple products get bogged down with unnecessary explanations. This case study on Waitrose, Sainsbury's and Asda demonstrates when to just let the user try it for themselves.
Sometimes the best onboarding, is no onboarding
“Show, don’t tell” often beats education
Data can’t always tell you when onboarding is wrong

An analysis of Monzo’s 1p challenge, focusing on the middle slump, where progress slows and motivation quietly fades.
Delight can replace progress, but only temporarily
"The middle" is the real retention problem
Motivation needs contextualised reference points
There's a bias that I've been silently pondering for a few years: the user experience of video game consoles is so much worse than general consumer apps, but it's rarely mentioned.
Both Microsoft and Sony released 'next gen' consoles in 2020, which objectively have interfaces that are considerably worse than most of the software you'll use daily.
My initial rationale was that the complexity of having a controller—with buttons and joysticks, instead of a cursor—made it more challenging.
I've spent a few months with both the Xbox Series X and the Playstation 5, agonising over the small details. And whilst I still think that the controller is a limiting factor, it's not the reason for this bias.
And importantly, you don't need to be passionate about either console to (hopefully) enjoy this—it's designed in a way to have clear UX takeaways that are relevant to general software design.
Let's jump right in:
Firstly, let me show you a good exercise to benchmark one product against another (useful for competitive research).
On the surface it looks too simple to be valuable, but having used this methodology for years—and over many industries—I can vouch for its effectiveness.
I've created a basket of 30 'common' tasks, split over 3 categories, and then recorded a series of datapoints during the completion of those tasks.

A behind the scenes look at how I redesigned the Built for Mars sign-up flow, and iterated from early feedback.
The two "obvious" fixes that did nothing
Why you shouldn't always force an input
Why limiting the user's choices can be beneficial
Hinge built its reputation on a single promise: it's the dating app that wants you to leave. This is a breakdown of how the interface is actually engineered to make sure you don't.
How dating apps keep you engaged (not romantically)
The design equivalent of clickbait headlines
How Hinge leverages social scarcity
The challenge for a navigation app isn't to efficiently show you the best route, it's to make you believe that you've found the best route.
How strategy influences design
Waze is cornered, and slowly shrinking
What Apple's strategy appears to be

From rat mazes to coffee apps: why the motivation to reach a reward increases the closer your users get to their goal.
How to use the Goal Gradient Effect
Spinning the flywheel of purchases
Why your rules need to be clear
Sometimes, the best onboarding is no onboarding, and simple products get bogged down with unnecessary explanations. This case study on Waitrose, Sainsbury's and Asda demonstrates when to just let the user try it for themselves.
Sometimes the best onboarding, is no onboarding
“Show, don’t tell” often beats education
Data can’t always tell you when onboarding is wrong

An analysis of Monzo’s 1p challenge, focusing on the middle slump, where progress slows and motivation quietly fades.
Delight can replace progress, but only temporarily
"The middle" is the real retention problem
Motivation needs contextualised reference points