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Make Me Think

Perception-First Design for the Post-Usability Era. Steve Krug wrote the definitive book about the foundation layer. This series covers the other four, plus the ethics, the science, and the nightclub where it all started.

Stefan Kovalik · 12-part series · 2026

Chapter 1: The Bouncer

The origin story. How three years reading faces at a nightclub door turned into a design methodology. Barback to head of security, 1,500+ faces a night, decisions made in milliseconds.

Chapter 2: They're Already Not Thinking

The autopilot problem. Predictive processing, System 1 vs. System 2, and why most "conversion problems" happen upstream of the checkout flow.

Chapter 3: The Tuning Fork

Autism as analytical social cognition. ADHD as friction sensitivity. Why neurodivergent perception became the diagnostic instrument, and how improv bridged the gap.

Chapter 4: The Foundation

Cognitive load is the least glamorous layer and the one every other layer depends on. Working memory holds 3–5 things, not 7. Your interface is spending them.

Chapter 5: The 50-Millisecond Verdict

Aesthetic judgment happens before conscious thought. The science of first impressions, why ugly-but-usable loses to beautiful-and-decent, and the perception layer most teams skip.

Chapter 6: The Feeling of Truth

Your brain doesn’t separate “easy to read” from “probably true.” Processing fluency, the science of why consistency compounds trust, and the brand system that quadrupled revenue in two years.

Chapter 7: The Gap

Perception bias optimization. The System 1/System 2 gap, Nisbett & Wilson (1977), and why a single tagline shift quadrupled revenue.

Chapter 8: The Trail

Decision architecture. How you structure choices determines what people choose. The trail from first impression to final action, and why the path matters more than the destination.

Chapter 9: Feel, Unpack, Diagnose, Prescribe

The four-step diagnostic process behind every Perception-First Design project. How to read a website the way a physician reads symptoms.

Chapter 10: Music, Humor, Stories

Three tools that change how people perceive anything, ranked by power. What improv class taught an autistic designer about reading rooms, building experiences, and why everything multiplies by zero if the user isn’t listening.

Chapter 11: The Oath

If you’re designing for perception, you’re engineering thoughts and emotions. Three ethical tests every design decision should pass, why dark patterns are cheap laughs, and the time I turned down Fortune 500 money.

Chapter 12: What I Don’t Know Yet

Every framework is a flashlight. The blind spots, cultural limits, open questions, and honest edges of Perception-First Design. A methodology that doesn’t name its own limits isn’t confident, it’s careless.