Hidden By Design

Martin Whiskin and Thorbjørn Lynggaard Sørensen

We believe that the best and most pleasurable design, is the design that you dont see, the design that is hidden, and works without you noticing.

  1. 6 days ago

    Beauty Hides the Flaws

    A joke works because everything is predictable until it isn't. Thorbjørn thinks breaking design rules works the same way. The question "What's something you were taught early on in your career that you later found out was actually wrong, or at least way more situational than you were originally told?" Off the hosts' own list. Martin's answer: every job used to be a pitch against rivals, and working alone now feels more like a team than employment ever did. Thorbjørn's: design school taught him that how a thing works counts more than how it looks, then he watched thinner ideas win on looks alone. He uses that lesson now, and hates it. What we talk about Martin asks where the rule of thirds came from. Thorbjørn reaches for the golden ratio, then admits he can't say why thirds please the eye. A tangent on green versus red. Breaking rules in a video game: at the start, and one at a time, because breaking it all at once makes noise instead of surprise. Martin's voiceover parallel. Then AI: posters that all look the same, and a novelty effect wearing off. Thorbjørn predicts subscription prices double once the fight for market share settles. Mentioned in this episode From Hidden By Design Colours (S1E10): the green-versus-red question Also mentioned Kahneman's System 1 and System 2: reasoning after the observationTrey Parker and Matt Stone on "but, therefore": South Park plottingPolyspice Games: Thorbjørn's studio, how the two mettalat: on-device transcriptionNatural Reader: reads papers to him on runsSpotify: the market-share comparisonPaul the Octopus: the football-predicting octopus 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

  2. 26 Aug

    Flow: The Underrated Design Superpower

    What's the one thing about human attention that most designers never learn to use on purpose? The question "What's the one design principle that you think is massively underestimated even by experienced designers like yourself?" This one comes from Martin's own list, not a listener submission. Thorbjørn takes it as a chance to name three principles he thinks go under-used outside game design: flow theory, actually understanding a problem before jumping to a solution, and emotional design. Flow theory ends up carrying most of the conversation from there. What we talk about Thorbjørn walks through what actually produces a flow state: a clear goal, a challenge that matches your skill, and feedback that comes back immediately. He and Martin tie this to three different kinds of design problems that each create those conditions differently: games (where the designer defines the goal outright), personal apps like Duolingo (solving one immediate desire), and enterprise software (solving the business's problem through a tool built for someone else to use). Some apps are built to produce a flow state on purpose. Thorbjørn points to TikTok and YouTube Shorts as the most dominant examples, engineered to make you lose track of time entirely. Other designs exist specifically to break that state: Netflix's "are you still watching?" prompt, session-limit warnings on gambling sites, and even something as small as a delete confirmation, which counts as friction doing its job on purpose. They also touch on genuinely dangerous, high-stakes situations, like bomb disposal, where flow is still useful but has to come from real experience rather than an interface trying to induce it. Daydreaming comes up as a way into flow that needs no outside help or equipment at all, something Thorbjørn calls a superpower for creative people. That leads to a bigger question: can a whole stretch of someone's life, being a teenager, being in love, count as one long flow state, rather than something that only happens task by task. Mentioned in this episode From Hidden By Design Flow (S1E5) — the earlier Hidden By Design episode on flow theory that this conversation keeps referencing; Thorbjørn and Martin disagreed on air about which season it was in (Thorbjørn was right).Emotional Design (S1E11) — the earlier episode on the visceral/behavioral/reflective framework, named on air only as "we had an episode about emotional design."The Brain (S1E3) — the early episode on how the brain works and Kahneman's automatic vs. reflective thinking, remembered on air only as "episode two or something."Also mentioned Duolingo — cited as a B2C example of an app solving one immediate, individual desire.Claude — mentioned as an example of how easy AI tools now make it to build something before checking there's a real problem behind it.TikTok — cited as one of the most dominant examples of an app engineered to produce a flow state on purpose.YouTube Shorts — cited alongside TikTok for the same reason.Netflix's "are you still watching?" prompt — cited as a deliberate flow-breaker for long viewing sessions. 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.

    Flow: The Underrated Design Superpower
  3. 12 Aug

    Is There Such a Thing as Objectively Bad Design?

    Hidden By Design is a podcast about design for everyone, hosted by Thorbjørn Lynggaard Sørensen and Martin Whiskin. Every episode digs into the design decisions you don't notice, because the best design is the kind that works without you seeing it. We're back. After a break, Thorbjørn and Martin relaunch Hidden By Design in two tracks: Talks, opinion-driven conversations like this one, and Learn, deep dives into specific design mechanics and theory. This first Talks episode covers bad design, deceptive design, and what AI is doing to the design trade. The question "Do you think there's such a thing as objectively bad design or is it always contextual?" This one comes from Thorbjørn and Martin's own list of talking points rather than a listener submission. No source platform (Reddit, LinkedIn, etc.) is named in this episode. If you want your own question answered on a future episode, see "Got a question of your own?" below. What we talk about Thorbjørn's answer is yes to both: design is contextual, but there's still a floor under it. If a design doesn't solve the user's problem, or does something other than what the user expected (a button labeled "start" that doesn't start), that's objectively bad, whoever's judging. Two examples: No Man's Sky, which technically delivered the open-ended procedural worlds it promised, but with so little to actually do in them that players felt cheated, and other promised features missing on top of that. And the 1990s BBC soap Eldorado, badly made on every level, canceled fast, and later loved precisely for how bad it was. Then design that works exactly as intended, just not for the user. Thorbjørn calls it "good design with a bad experience": airline booking flows that nickel-and-dime you step by step, mobile game ads showing mechanics the game doesn't have, "frustration" marketing baiting clicks by showing someone playing badly, freemium puzzle games that stall you right before a win. Thorbjørn shares a story from his own company, Keepit, targeted by a scam using its name and branding to sell fake storage devices. Martin connects it to AI-cloned podcasts lifting a show's notes, art, and titles while swapping in generated audio. From there, the episode's central prediction: AI won't take your job, but someone using AI will, unless you keep the craft AI can't fake. Thorbjørn's parallel is Warcraft III's map editor, powerful and easy enough that it flooded the game with amateur maps; the real problem wasn't letting people create, it was surfacing the good stuff. He expects the same with AI-generated design and voice work: once speed stops being the differentiator, craftsmanship and knowing what actually works becomes the job. Mentioned in this episode No Man's Sky — delivered the promised procedural worlds, but with too little to do in them; other promises went unmet too.Eldorado (TV series, BBC, 1992) — Martin's "so bad it's good" example.Candy Crush Saga — referenced for its near-win-then-pay mechanic.Warcraft III World Editor — referenced for flooding the game with user-made maps and the challenge of surfacing the good ones.Emotional Design (Don Norman) — source of the visceral/behavioral/reflective framework applied to the chair examples.S2E9 – Design and AI — the earlier episode where "AI won't take your job, but people who use AI will" was first discussed.S2E20 – UI is not design — referenced directly ("we touched upon that earlier in the episode about UI").S2E3 – Hicks Law — named as an example of the mechanic-level deep dives Learn will cover.Fitts's Law — not covered yet, named as a topic for a future Learn episode.Cognitive Load — not covered yet, named as a topic for a future Learn episode. 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.

    Is There Such a Thing as Objectively Bad Design?

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We believe that the best and most pleasurable design, is the design that you dont see, the design that is hidden, and works without you noticing.