I’m not convinced that a call to emotional trauma is really a factor here (I know a <i>lot</i> of folks that have lost kids, and the streaming profiles don’t even move the trauma needle).<p>Rather, it’s a basic usability issue, with extra clicks/taps/whatever required, or an overly-complex presentation, requiring extra attention. Also, as noted in another comment, every UI element increases the opportunity for misfires.<p>In The Days of Yore, we used to “score” our UI, by how many taps/clicks it took, to accomplish tasks, or how long it took, to understand a screen. The lower, the better. I’m a bit of an anachronism, as I still do that.<p>My experience, is that implementing intuitive, low-interaction UI is <i>really hard</i>. I’m in the middle of designing a screen with drag-and-drop support for a matrix of icons. I’ve been working on it for a couple of days, already, and probably have at least a couple more to go. Lot of work, for just one screen. It’s all about removing unnecessary interactions, and implementing subtle, intuitive affordances. Also, symbolic debugging of UICollectionView is a real bitch. The debugger borks the drag and drop, so I have to use a bunch of print() statements.<p>I think most software is done by folks that aren’t willing to “go the extra mile,” to design and implement truly intuitive UI.