"Don't make me think" is only half of the story.

It's a #UX sin to assume that your app is the most important thing in your user's world, and add to their cognitive load unnecessarily. But sometimes the user *is* focused on your product. They don't want a low-touch, automagic experience. They want to be in control. Let them.

Don't *make* me think - but *let* me think.

This is part of why "reduce friction" is misleading. Friction is texture. Without it, there's nothing to grab on to

#UXDesign

@PavelASamsonov Agreed. It's one reason some Apple products are so criticized: they were TOO auto magical. Finding that balance between "too many concepts, weird navigation" and "It does one thing really well" is often tricky, especially for professional products.

@scottjenson @PavelASamsonov That’s why the Mac is my favorite Apple product by far. There’s an easy, beginner-friendly layer on top, but beneath that are deeper power-user layers, all the way down to the Unix command line.

By contrast, iPhones, iPads, and Apple Watches feel like well-designed, sophisticated appliances, with apps that snap into them like modules to extend their functionality.