It is well known issue in products that require serious 'design' for human interactions that tech nerds are useless as target audience samples.
In gamedev there are 2 groups of people first is 'game designers' or 'creative direction' and second is - 'tech people'. Best games for wide audience happen when 1st completely ignore 2nd on what needs to be done... And 2nd completely ignore 1st on how invisible bits have to implement it. Often 1st can not iterate properly without code changes on every step and it kills best ideas. I have seen a lot of success when design iterations can be done in no code or very low code environment.
In gamedev there are 2 groups of people first is 'game designers' or 'creative direction' and second is - 'tech people'. Best games for wide audience happen when 1st completely ignore 2nd on what needs to be done... And 2nd completely ignore 1st on how invisible bits have to implement it. Often 1st can not iterate properly without code changes on every step and it kills best ideas. I have seen a lot of success when design iterations can be done in no code or very low code environment.