
Why did I add a “Continue” button when the user had already selected a mission?
While designing this game UI interaction, I considered automatically taking the player into the selected mission. It would be faster, but it would also assume that every tap is intentional. A player might accidentally select a mission, want to reconsider their choice, or simply change their mind. Keeping the Continue CTA creates a simple flow: Select → Review → Confirm → Continue.
As product designers, we often talk about reducing friction and making experiences more efficient. But efficiency shouldn't come at the expense of user control. Sometimes, an extra tap isn't unnecessary friction; it's a moment that gives users the opportunity to confirm their intent. A product is ultimately built for its users, and good interaction design should give them control over how they move through the experience. 🎮
0:00

0:00 / 0:00