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Reducing cognitive load as a solo builder

When building solo, feature creep slips in easily. Here is the repeatable loop I used to simplify a cluttered screen in Next Gig: count the friction points, set hard limits, explore variations in parallel, and choose the best trade-off.

3 min read

Small, reasonable features stack up fast until a single screen is doing way too much. That's what happened to my “Find a dep” tab—where band leaders fill last-minute slots. Over a few weeks, I built three different ways to solve the same problem:

  • Send direct offers to a trusted roster.
  • Copy a private invite link to send manually.
  • Post the gig publicly to a job board.

With three completion paths fighting for attention, the screen had zero hierarchy.

The current Find a dep tab: roster picker, fee/role/offer-mode, a private-link block and a job-board block, with three competing buttons
Baseline — three completion paths stacked on one scroll, no single primary.

To move past a vague “this feels busy” vibe, I ran my persona-based UX walkthrough skill to find the exact numbers driving the friction:

  • 5 decisions before making any progress (tab → roster → fee → role → offer mode).
  • 3 separate paths competing for attention with equal visual weight.
  • 4 distinct concepts on screen at once (dep offers, broadcasting, private links, job boards).

Hard numbers remove subjectivity. It shifts the focus to objective friction affecting a time-poor user trying to solve a band emergency in 20 seconds.


Before opening the design canvas, I turned those friction points into a tight, measurable brief with three strict limits:

  • Decisions before primary action: ≤ 3
  • Primary path: 1 obvious flow
  • New concepts on first render: ≤ 2
Why limits:Setting these guardrails upfront cuts decision fatigue. “Done” is no longer about taste; the layout either clears these thresholds or it doesn't.

Using Claude alongside my Paper skills, I designed three layout variations in parallel, built directly on my real design tokens:

Option A (Disclosure):Keep the primary path dominant; collapse alternatives into a quiet “Other ways to fill this slot” row.

Variant A: the two alternative paths collapsed behind a single disclosure row, leaving one prominent primary
A — primary path kept; alternatives collapsed into one quiet 'Other ways to fill this slot' row.

Option B (Routing): Choose the method first. Only render fields for that active path, keeping competing concepts separate.

Variant B: a method selector at the top; only the selected method's fields appear below
B — choose your method first; only the chosen method's fields render, so concepts are never co-present.

Option C (Wizard): Split the task into a two-step wizard—who you need first, details second.

Variant C: step one of a two-step wizard asking only 'who should fill this?'
C — a two-step flow: who first, details second.

Comparing them side-by-side on the canvas made the choice straightforward:

VariantDecisionsCompeting PathsConcepts On ScreenVerdict
Baseline534Cluttered & complex
Option A (Disclosure)322Solid fallback option
Option B (Routing)111Selected design
Option C (Wizard)211Too heavy for fast task
  • Option C (Wizard): Clean, but adding steps felt too heavy for a quick workflow. Dropped.
  • Option A (Disclosure): Safest and easiest to build, hiding complexity behind a disclosure trigger.
  • Option B (Routing): Best fit. It reframed the screen around the user's first logical question instead of a feature list.

I chose Option B as it matched the user's mental model best, keeping Option A as a validated engineering fallback.


You don't need a research budget to keep your interface clean. You just need a repeatable system to stay honest:

1

Count the friction. Track the exact number of choices, paths, and competing concepts.

2

Design to thresholds. Establish hard guardrails (like “max 3 decisions”) before sketching.

3

Compare in parallel. View layout variations side-by-side so trade-offs are immediately visible.

The resources from this session are available: the UX walkthrough skill and my Paper skills. Run this loop on your own product, and let me know if it helps.

Want to collaborate or chat about design?

I'm always happy to connect, whether it's about a project, a role, or just swapping ideas.

Steven Dempster

© 2026 Steven Dempster