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10% rule of Novelty

Mar 20, 2026
4 mins


ganesh kumar

i'm ganesh kumar. design engineer. i build with mycelium, figma, typescript, and whatever's in between since 2018 & believe the best interfaces are the ones you forget you're using... read about the work and team i'm after

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seduction of newnessPermalink

in perfumery, there is a concept called olfactory fatigue. when exposed to a new scent, your receptors fire wildly for a few minutes. then, to prevent sensory overload, they shut down. the smell doesn’t disappear; you just stop perceiving it.

the same thing happens in digital spaces. i feel it every time i start designing a new project. the urge is always to make everything different, to invent new patterns, to prove intelligence through interaction, all with client’s feedback in mind.

that urge feels creative for ten minutes, then it turns into visual fatigue. we start designing for the screenshot, for the immediate visceral reaction of our peers, rather than the quiet endurance of the actual reader.

it reminds me of certain fine-dining restaurants. the craft is undeniable, but every plate comes with a speech and a flourish. the room never lets you breathe. novelty without restraint isn’t delight… it’s a novelty tax 1 billed per interaction.

10% Rule in practicePermalink

films taught me this before product design did. most memorable frames are not loud frames. they are stable worlds with one controlled point of tension.

the base does the heavy lifting… light, geometry, rhythm, legibility. the accent enters late, does one job, then leaves space for your eye to rest again.

to make sense of novelty, i keep returning to film frames. the scenes can be dramatic, but the composition rarely shouts all at once. there is always a base tone the eye can trust, and then a smaller accent that pulls attention. right now this frame language sits around 90% familiarity with cool base, warm countertone, and novelty at 10%.

Intent 90%

Excess Showmanship10%

Intent leads. Novelty supports.

that is the 10% rule for me now. keep ninety percent trustworthy, spend ten percent where meaning actually improves.

when i follow that rule, novelty becomes directional instead of decorative. it points, clarifies, and punctuates. it stops being a strobe light and starts being a spotlight.

the burden of the invisiblePermalink

designing the ninety percent is much harder than designing the ten. novelty is relatively easy to manufacture because it only requires breaking a rule. you change the background to acid green, you make the scroll horizontal, you hijack the cursor. you get the reaction.

familiarity is excruciatingly difficult because it requires mastering the rule so completely that your work becomes invisible. it means obsessing over line height, optical margins, and contrast ratios until the interface disappears and only the content remains.

when a door is designed perfectly, you don’t notice the door handle. you just walk through the door. when typography is set perfectly, you don’t see the shapes of the letters. you just hear the author’s voice in your head. the highest compliment you can pay the baseline is ignoring it entirely. but designers hate being ignored. we want credit for our cleverness.

earning the accentPermalink

so when do you actually deploy the ten percent? you use it when the thought itself requires it. when static text or standard conventions fail to carry the full weight of the idea you are trying to communicate.

interaction should be a reward for paying attention, not a bribe to capture it. the cinematography slider earlier in this piece doesn’t bounce, pulse, or flash as you scroll past it. it just sits there, completely silent, waiting for you to engage with the concept on your own terms.

it trusts that if the writing is clear enough, you will pause. and when you do pause, the interaction is there to deepen the understanding, not just decorate the page. it provides the tactile feedback that the brain craves, but only after the context has been established.

that is the fundamental difference between a space that feels like a tool and a space that feels like a toy.

tools respect your attention by remaining quiet until they are picked up. they sit in the drawer, holding their potential energy, waiting for human intent. toys demand your attention by making noise until you look at them. they drain your energy to sustain their own.

intent over performancePermalink

intent is the filter that removed half my impulses while building this site. if a detail looked clever but did not improve reading, i cut it.

that is why typography stays familiar, structure stays predictable, and motion stays subtle. the page should carry thought first, personality second.

the novelty sits in smaller places… the subtle transitions and loading of articles list, it just happens once and then the page moves on.

that balance is what i wanted from the beginning. to build something personal that does not perform personality every second. to make a space that can still surprise you, but never corner you. it’s a deliberate act of hospitality.

i think that’s why i leave some fine-dining tables tired and street-side tea stalls energized.

novelty, when it has intent, feels like punctuation. novelty, when it has anxiety, feels like noise.

FootnotesPermalink

  1. A term I recently heard from Josh Miller discussing the pivot from Arc to Dia. They realized that while pure novelty attracts early adopters, it becomes a “novelty tax” that makes the mass market hesitant because the cognitive load of learning it is simply too high. AI & I Podcast

Topics:

designpsychology