It boggles my mind how that is something you could actively want.
Or, your software is niche and its alternatives have such terrible UI that trying to do what the user expects is adding 3x clicks and actively hurting their productivity.
There can be legitimate cases for learning curve, especially if unlearning is involved. If so, the fact that your designer wants the user to learn is a very welcome position. If they make learning effortless and intuitive, you may end up with a solid piece of software.
This is something that we have lost completely with the web. Just having OK/Cancel buttons in the same place in the same order in evert dialog box was very important to developers at the time. Now it's all over the place
Actually, it didn't work because I told him to Shift-Tab to go from the starting Tab to the ending Tab in one go, except he had an extra Tab on his computer (I think due to a graphics card) at the end. If I had told him to Tab 5 times instead, it would have worked.
Learning something new requires more effort, because you have to unlearn other things. But it's not even clear what needs to be unlearned. So we founder.
Internally, we feel like we stopped learning. But I'm certain that if you were airdropped into a new domain, you'd be a voracious learner.
As @strogonoff pointed out elsewhere, there exist domains and niches where a complex and different UI is warranted. Scientific and creative software, for instance, falls into this category. Most software I use does not. I just want to change my account settings, or search for something without feeling lost. Personally, I'd like to see innovation in UX beyond hiding stuff, moving it around, or making it look a certain way. Whenever I see that some app I use has "revolutionized" their UI, the changes usually make me think of this:
http://worrydream.com/ABriefRantOnTheFutureOfInteractionDesi...
That's a pretty good rant. Very Donald Norman. Know that I mostly hate rants about UI, ergonomics, design.
The follow up is pretty good too.
I've long had some notions about incorporating haptic and tactile stuff (I'm not saying "feedback") into the communication channels. Alas, I've never had the gumption to execute.
One very old notion was adding physical feedback into the mouse. A clicker/knocker, so the mouse would feel like it was passing over a bump. And one of those whirly things to make the mouse buzz.
Someone's actually done the physical part. But I don't think anyone has integrated it into the UI/UX.
Certainly nothing as sophisticated as Apple's trackpad.
Any way. Thanks for sharing.