
How many choices is too many?
A sandwich shop with 150 fillings on the board, and you order the first one you see. This week we look for the point where too many choices stops helping anyone.
The question
How do you know when you've given a user too many choices on a screen versus not enough? I never know where the actual cutoff is until something's already live and people are struggling with it.
This one's ours, sparked by a mouse that only mentions its battery at 1%. Hick's Law says more options slow people down. It doesn't say where the line sits on your own screen.
What we talk about
Where a battery warning should fire, and whether a percentage is even the right number. Designs that annoy on purpose, and friction put there for a reason.
Then Hick's Law: what a screen asks of working memory, how a thousand options can feel like three, and where the cutoff sits.
Professional tools get the hardest look. We test two ways to ease a beginner in, and ask why a busy screen makes its user look like an expert.
Then lunch. Why does a short menu read as the expensive one?
Mentioned in this episode
From Hidden By Design
- Hick's Law (S2E3): our first look, due a second round.
- Our earlier conversation on friction Friction (S2E31): the baggage claim example.
Also mentioned
- Adobe Audition: assumes you already understand sound.
- Adobe Photoshop: same assumption, different craft.
- Unreal Engine: where teenage level designers built their traps.
- Amazon's homepage: crowded, and built for impulse buys.
- The supermarket marmalade tasting experiment (link missing): numbers on air are illustrative.
Got a question of your own?
Got a design question or dilemma you're stuck on? Send it to Thorbjørn and Martin through the contact form at hiddenbydesign.net and it might become a future episode.
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