My kid is four. His favorite game is pretending to be a subway operator.
Not a dragon. Not a superhero. A subway operator. He's also been a bus driver, a children's museum staff member, and a restaurant server. The real world is new enough to him that it's already magical. He doesn't need fantasy. He has bus drivers.
I used to play the same way. Then somewhere around middle school, the real world lost its shimmer, and I had to reach past it. My friend Sam and I spent a summer as Starfleet officers. Fantasy became the tool when reality went flat.
Then I saw a TikTok video recently. A guy in his 30s just had his kitchen knives sharpened at a farmers market. Standing there watching the blade against the whetstone, he said it felt like visiting the smithy at a medieval market. He wasn't pretending. The experience just cracked something open.
It wasn't nostalgia. It was whimsy. And it made me think about what we're actually chasing when we talk about delight in design.
Delight and whimsy aren't the same thing.
Delight is the feeling. Whimsy is the mechanism that produces it. The unexpected angle of light that makes something ordinary suddenly feel alive.
In design discourse, "delight" has been flattened. It's become shorthand for confetti animations, clever microcopy, the little celebrations that ship in V2 when someone completes a task. That stuff isn't nothing. But it's decoration on top of the experience, not the experience itself.
Whimsy is harder to design for, because you can't ship it directly. You design the conditions for it. You create the crack where the light gets in.
In enterprise and internal tool design — my world — there's almost no permission given for this. Everything is functional. Utilitarian. Serious. The implicit message is: people are here to work, not to feel things.
But that's exactly wrong.
A couple weeks ago my team ran a co-design workshop with 15 client servicing associates.
Late-stage. The designs are nearly ready to launch. The goal was validation and refinement, not exploration. About as unglamorous as design work gets.
We ran it in person. We put interactive prototypes in front of people instead of walking them through decks. We asked them to do the scenarios, not observe them.
The feedback landed differently than I expected.
"I loved actually doing the scenarios — not just watching a video, but actually doing it."
"These types of sessions are so much more beneficial in person because we're not sending emails or trying to do our regular jobs. We're actually taking the time to be engaged."
That last one stopped me. Taking the time to be engaged. Or, said another way: taking the time to play.
My son doesn't stop to check his email. The knife guy wasn't half-present. The Starfleet thing only worked because Sam and I were fully in it. Whimsy requires presence. You can't stumble into it while distracted.
The in-person format, the interactive prototypes, the removal of everyday friction. We didn't design whimsy. We designed conditions for it. And people dropped in.
Two other quotes from that session have stayed with me.
"Y'all don't put any emotions into it. You actually listened and heard what we needed for moving forward."
"It's wonderful that we're able to influence the direction of the product. It's an experience we actually want to use, not one that is demanded of us."
These users weren't describing a delightful UI. They were describing whimsy in the relationship. The surprise of being heard inside a system that usually doesn't. The unexpectedness of an enterprise tool that gave a damn.
"Not one that is demanded of us." That's the internal tool problem in a single sentence. Most enterprise software is demanded of people. Mandated. Rolled out. Trained on. It's the subway, except nobody's pretending to drive it because there's nothing worth mirroring back.
The best internal tool design changes that equation. Not with polish or personality or easter eggs, but with genuine craft that a user notices and feels seen by. That's a more durable version of delight. It's not a moment. It's a posture.
Here's what I keep coming back to.
A four-year-old finds magic in the real world because it's new. An adult has to find the cracks where it still gets through. The best design creates those cracks deliberately, even in a bank's internal tooling. Especially there.
Whimsy isn't childish. It's not frivolous. It's what happens when someone encounters craft that respects them enough to be worth noticing.
Design for that.