April 14th, 2025 5 min read

By Tyler Jefford

User Experience


I recently bought an Xbox Series X. I haven’t gamed seriously since the Xbox 360, but with the next Grand Theft Auto dropping this year, I figured I’d get ahead of the chaos before consoles and copies become scarce. Honestly, I was also hoping it would be a bit of escapism from the doomscroll-heavy state of society.

But what I got instead was a masterclass in modern friction. Setting it up felt like a multi-day onboarding flow from hell.

All I wanted to do was play a game. What used to be a quick Friday night trip to Family Video and instant gameplay is now hours of downloads, logins, and unnecessary account creation. Every step felt like it was designed by someone who never actually used the product.

It reminded me how easy it is developing a product to forget what our users are actually trying to do. We layer on features, integrations, and business objectives, KPIs, but forget to ask: are we helping someone get to their “play” faster? That’s the bar. Get out of the way and let people play.