Lab

Interaction experiment

Pricing that behaves like a physical deck.

Drag the front card sideways, or choose a pass. The next option advances while the dismissed card settles at the back.

Swipe or select

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Experiment · Aug 2026

When physicality gets in the way of comparison

A tactile pricing experiment that exposed a conflict between satisfying motion and the actual job of a pricing interface.

The deck began as a motion study: make pricing feel less like a spreadsheet and more like a set of objects you can handle. The interaction worked. It was tactile, legible, and satisfying to swipe.

It also made the pricing harder to compare.

The interaction is not the product

A card deck gives one option the entire stage. That focus is useful when the user needs to inspect one object at a time. Pricing asks for something different: compare several constraints at once, find the meaningful difference, then commit.

The more convincing the physical metaphor became, the more it hid the information behind it. A smooth transition cannot compensate for an extra memory task.

Direct selection restores orientation. It exposes every option, gives the current card a stable name, and lets someone jump without replaying the whole sequence. The deck supplies character; the selector does the navigational work.

One state, several inputs

Drag, tap, and keyboard selection all resolve to the same controlled value. The cards do not own a parallel version of the state, so the selector and the stack cannot drift apart.

The front card can temporarily move under the pointer, but the order only changes after the gesture crosses a deliberate threshold. While that transition settles, another reorder is ignored. This small lock matters more than the spring: without it, rapid input can make the visual stack disagree with the selected plan.

Reduced motion keeps the state change and removes the choreography. Keyboard selection also avoids pretending to be a drag; a direct input deserves a direct response.

Where the metaphor earns its place

This pattern works when the collection is small, the objects are expressive, and browsing is part of the value: choosing a pass, exploring a set of themes, or moving through a short onboarding sequence.

It is a poor default for a serious pricing matrix. If customers need to compare limits, permissions, and costs across plans, the honest interface is usually a table. I would keep this deck as an exploratory or onboarding surface, then provide a conventional comparison before purchase.

The useful result of the experiment is not the stack. It is the boundary: physicality can make an interface memorable, but it should never make the user remember more.