<?xml version="1.0" encoding="UTF-8"?><oembed><type>video</type><version>1.0</version><html>&lt;iframe src=&quot;https://www.loom.com/embed/42d3f0e59745497780865d1e64f5ac91&quot; frameborder=&quot;0&quot; width=&quot;1660&quot; height=&quot;1245&quot; webkitallowfullscreen mozallowfullscreen allowfullscreen&gt;&lt;/iframe&gt;</html><height>1245</height><width>1660</width><provider_name>Loom</provider_name><provider_url>https://www.loom.com</provider_url><thumbnail_height>1245</thumbnail_height><thumbnail_width>1660</thumbnail_width><thumbnail_url>https://cdn.loom.com/sessions/thumbnails/42d3f0e59745497780865d1e64f5ac91-f4edfa6c38ccae92.gif</thumbnail_url><duration>461.666</duration><title>Designing beyond simplicity (Teaser)</title><description>This Loom challenges the conventional design belief that good UI must be simple and intuitive by presenting an alternative framework based on motive versus creation complexity. The presenter argues that software ranges from predictable consumption (for example reading a website in about two minutes) to complex creation like music, coding, 3D modeling, and video editing. They map motives against learning curve, noting patterns from static sites and single-task apps to multi-journey apps and professional-grade tools like Photoshop and AutoCAD. The key takeaway is that low-end experiences have strong templating and predictable structure, while creator tools have weak patterns because they are context-specific, suggesting the need for frameworks to enable creators to solve harder problems.</description></oembed>