UX Design

Function of Design Clarity

Jan 20, 2026

After some years in UX/UI, you start noticing patterns.

When something feels unclear to users, it’s almost never because one screen is badly designed. The typography is fine. The spacing is fine. The hierarchy makes sense. And yet, users hesitate. They slow down. They retry. They fail.

What’s actually breaking is not the screen, it’s the flow. At some point, I stopped asking “Is this screen clear?” and started asking a more uncomfortable question: How efficiently can users successfully move through this sequence of actions? That shift changed how I evaluate design and how I explain clarity to others.


Why clarity usually shows up too late

Most clarity problems don’t appear during design reviews. They show up later:

  • in usability studies

  • in playtests

  • in support tickets

  • in analytics

That’s because clarity is not a static quality. It only reveals itself over time, while users are actually doing things. You can ship a visually clean interface that still feels confusing because the user keeps losing momentum. Design doesn’t live in isolation. It lives inside a sequence of actions.

Thinking in flows, not screens

When I look at mature products especially complex ones I rarely see a single “bad” screen. What I see instead:

  • one action that takes slightly too long

  • another that fails more often than expected

  • a third that forces users to stop and think

Individually, each screen is fine. Together, the experience starts to feel heavy. That’s why I’ve started thinking about design clarity as something closer to a rate, not a property.

A simple to describe clarity now

This is the mental model I use:

(DC)=∑si∑ti\textbf{Design Clarity (DC)} = \frac{\sum s_i}{\sum t_i}Design Clarity (DC)=∑ti​∑si​​


Where:

  • si​ = whether an action was successful (1 or 0)

  • ti​ = how long that action took

  • summed across the entire flow

When translated: Design clarity is how many successful actions users complete per unit of time. That’s it. No weighting. No scoring system. No dashboards. Just: Did they succeed, and how long did it take?


Why this resonates with real work

I like this formulation because it mirrors what actually happens in practice. Failed actions matter naturally A failed action doesn’t need special punishment. It already hurts clarity:

  • it takes time

  • it adds zero success

That’s exactly how users experience it. Users rarely say, “This design lacks clarity.” They hesitate. They pause. They backtrack. Time exposes that immediately. You can’t apply this to a single screen without cheating. You need a flow. That alone already improves most design conversations.

Imagine a simple five-step flow:

Action

Success

Time

1

1

4s

2

1

6s

3

0

8s

4

1

5s

5

1

4s


Total:

  • 4 successful actions

  • 27 seconds

DC=427≈0.148DC = \frac{4}{27} \approx 0.148DC=274​≈0.148

Now compare that to a tighter flow with no failures and faster pacing. You don’t need UX copy to explain which one feels clearer.


Where this thinking helped me most

This way of looking at clarity has been especially useful in:

  • complex products with long task chains

  • games and interactive systems

  • AI-driven interfaces where rules are still forming

AI tools are a great example. You can design a beautiful interface, but if users:

  • fail prompts

  • retry repeatedly

  • slow down to “figure out how to talk to it”

…clarity is low, no matter how polished it looks. This model helps separate visual confidence from interaction clarity.


Important limitation (and why I’m fine with it)

This approach treats all actions equally. It ignores, emotional weight, business importance, perceived value. That’s intentional. In my experience, once clarity collapses, nothing else really matters. Users can’t appreciate value if they can’t move forward smoothly. You can always layer importance later. But clarity has to exist first.


One mindset shift that matters

The biggest change for me was this:

Clarity doesn’t affect flows.
Clarity is affected by flows.

You don’t add clarity by polishing a screen. You earn it by letting users succeed, continuously, without unnecessary delay. Once you start evaluating design this way, a lot of things become obvious:

  • why some “ugly” products work well

  • why some beautiful redesigns fail

  • why small frictions compound over time


Why I’m sharing this

After years, I’m less interested in frameworks that sound smart and more interested in tools that actually help me reason about work. This is one of those tools. It’s not perfect. It’s not complete. But it’s practical, easy to explain, and grounded in how users actually behave. And sometimes, that’s exactly what you need: not another checklist, but a better lens.

All rights reserved 2026

All rights reserved 2026