The limits of “fix the interface”

abi hough

When digital performance is weak, the first response is often to improve the interface.

Buttons are moved, flows are shortened, copy is rewritten. Sometimes this helps. Many times it does not, or not for long.

Some problems are genuinely interface problems. Many are not. They sit in product decisions, policies, pricing, fulfilment or upstream signals that shape expectations before anyone arrives. In those cases, endlessly fixing screens can become a way of avoiding harder conversations.

WHO THIS NOTE IS FOR
This note is for UX, product and digital teams who:

Are repeatedly asked to “make the journey clearer” without changes to the underlying offer

See usability issues that are really symptoms of policy or operational decisions

Have shipped multiple interface improvements with only marginal impact on performance


This field note looks at how that pattern shows up, why teams get stuck at the interface and how to tell when you need to look deeper.


The reflex to fix the interface.

There are good reasons why “fix the interface” is so often the first response.

  • Interface work is visible and concrete.
  • Teams have established processes, tools and skills for it.
  • Changes can be scoped and delivered without rewriting contracts or changing how the organisation works.

As a result, almost any problem can be reframed as a UX task:

  • Confusing pricing becomes a design challenge.
  • Restrictive policies become a “communication issue”.
  • Operational delays become a “set expectations better” exercise.

Sometimes this helps users cope with constraints. It does not remove those constraints.

Where interface fixes genuinely help.

There are plenty of cases where fixing the interface is exactly the right move.
For example:

  • Users cannot find actions that exist but are buried.
  • Flows contain unnecessary steps or duplicated effort.
  • Copy obscures, rather than explains, what will happen next.
  • Visual hierarchy does not match what matters to users.

In those situations, improving structure, copy and interaction patterns can have a direct, measurable impact.

The problem comes when every issue is treated as if it belongs in that category.

How deeper issues show up as UX problems.

Structural or policy problems often appear at the surface as UX concerns. Typical signals include:

  • Journeys that are clear on paper but still feel “off” or “unfair” to users.
  • Repeated complaints about aspects of the experience that cannot be changed in the interface alone.
  • Support teams explaining the same awkward rule many times a day.
  • Experiments that improve local metrics but trigger more complaints or cancellations later.

From the outside, users experience the whole system. From the inside, issues are often handed to UX with the implicit brief: “Make this difficult thing feel acceptable.”

NOTE
If a rule or constraint feels unreasonable to users, the limit is rarely in the interface. It is in the rule. Design can sometimes soften that. It cannot make an unreasonable decision reasonable.

Why teams get stuck at the interface level.

Several forces keep attention at the surface.

01_ Ownership

Interface changes sit with design and product teams. Policies, pricing and operations often live elsewhere. It is easier to adjust what you own than to question decisions made higher up or in other parts of the organisation.

Interface changes sit with design and product teams. Policies, pricing and operations often live elsewhere. It is easier to adjust what you own than to question decisions made higher up or in other parts of the organisation.

02_ Incentives

Design and product teams are often measured on shipped work and local metrics. They are not always rewarded for raising uncomfortable structural issues that may slow visible delivery.

03_ Risk and effort

Changing a screen feels lower risk than changing terms, eligibility, pricing or fulfilment. The cost of getting those wrong can be significant. As a result, even when everyone suspects the problem is deeper, the safest-seeming option is to keep working at the surface.

04_ Narrative

“Fixing the interface” fits into familiar stories about customer centricity and optimisation. Admitting that the offer or policy itself is the problem is more politically difficult.

An example.

A team responsible for an account management area was asked to reduce complaints about a fee that was applied when users missed a payment.

On investigation they found:

  • The fee was mentioned in legal copy and a couple of help articles.
  • Users typically discovered it only when it was charged.
  • Support teams spent a lot of time explaining the rationale and offering partial refunds.

The request was framed as a UX problem:

  • “Make sure people cannot miss this.”
  • “Improve the communication around the fee.”

The team improved the flow:

  • Users saw clearer warnings at the right time.
  • The fee was explained in plain language.
  • Confirmation screens highlighted the consequences of missing payments.

Complaints dropped a little. The underlying issue remained. Users still felt the fee was excessive and poorly justified. Support still spent time arguing about fairness.

The limit was not the interface. It was the decision about the fee itself.

Better questions to ask.

When you see a persistent “interface problem”, it can help to ask:

  • If we made this journey perfectly clear and usable, would users still be unhappy with the outcome
  • What are we asking people to accept or agree to at this point
  • Which parts of that are designable, and which are rooted in policy, pricing or product decisions
  • Who owns those underlying decisions, and do they see the same problem
  • Are we being asked to design around a constraint, or to quietly hide it

If the honest answers point to deeper issues, it may be time to reframe the work.

Tracing the problem back through the system.

A practical approach is to trace a specific UX issue back through the decisions that create it.
For a troublesome step or journey:

  • Describe the user problem in plain language
    What is actually hard, confusing or frustrating from their point of view.
  • List the constraints involved
    Policies, technical limitations, legal requirements, staffing, SLAs and so on.
  • Identify which constraints are genuinely fixed
    Some will be real. Others will be inherited assumptions
  • Connect constraints to owners
    For each constraint, who could change it in principle.
  • Separate design from non design issues
    Mark what can be improved through interface changes, and what would require upstream or structural change.

This does not magically make structural change easy. It does make it visible. That is often the first step toward an honest discussion about what is possible.

EXAMPLE:

In one organisation, a repeatedly “fixed” onboarding flow still produced poor satisfaction scores.

When the team mapped constraints, they found the core issue was a requirement for manual checks that added unpredictable delays. The interface had been redesigned several times to “set expectations better”, but the underlying process had never been addressed.

Once operations and risk teams were involved, they identified a smaller set of cases that genuinely needed manual review. Automating the rest had more impact on satisfaction than any of the previous interface changes.

Tracing the problem back through the system.

Recognising the limits of interface fixes is not about giving up. It is about being honest about where your work can have the most impact.

In practice that can mean:

  • Being explicit in documentation about which issues are structural and which are design problems.
  • Bringing evidence from research and support into conversations with policy, product or operations.
  • Proposing experiments that test changes to rules or structures, not only to pages and flows.
  • Saying clearly when a requested “UX fix” can only improve comprehension of a decision, not the quality of the decision itself.

This can feel uncomfortable. It is also where design work starts to influence the system rather than just its surface.

Where Corpus fits.

From a Corpus perspective, persistent “interface problems” are often useful signals.

When we work with teams, we:

  • Look at where the same types of issues reappear across different journeys and surfaces.
  • Help trace those issues back to upstream decisions, signals and constraints.
  • Distinguish between problems that can be addressed through design and those that require structural change.
  • Support conversations across teams so that upstream signals, product decisions and on site experience reinforce one another, rather than pulling apart.

The aim is not to stop improving interfaces. It is to make sure that design effort is aligned with the parts of the system that most need to change, and to be clear when the real limit is somewhere else.

Talk about how this applies in your organisation.

If a field note resonates and you want to talk about how the same patterns are showing up where you work, a conversation can help.
Typical first conversations last 45 to 60 minutes and focus on understanding your current situation and constraints.
Upstream optimisation for zero click and AI search.
Contact
[email protected]

Typical first conversations last 45 to 60 minutes and focus on your current situation, constraints and goals
We Are Corpus is a consultancy created by Abi Hough and delivered through uu3 Ltd. Registered in the UK. Company 6272638