Layer

pirate island

by Bukome Akporoghene

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. 🎮

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