> Design (in my opinion) is planning out what good and bad things are for a given tool and determining how to express that through the UI.
I disagree with the premise you have that the designer deciding what is good and bad is the whole or even the right story. I think I might agree with the implication that a system should make doing cognitively difficult/safety critical things easy but there is no possible way to plan for all eventualities, that's why we have 'intelligent' controllers in ultimate charge.
One day we might have artificial intelligence in charge but we're not there yet.
So instead of the goal of good UX being the designer planning out what is good and bad, it is much better to design a system that reduces cognitive load but presents information about the current state of the system in the most obvious and intuitive way possible. It should do everything it can to make sure the operator understands the current state of the system.
In terms of operating complex physical systems like ships and aircraft the ultimate goal of designing control systems is to simultaneously take as much of the burden off the operator as possible but present all information needed in order to bring the system back to an _understood_ state as rapidly as possible following deviation from that state. This is the only way to maintain _control_.
It's reasonable to try and make it difficult to get to a state that is 'uncontrolled'. But it's imperative that more credence is given to getting a system back to an understood state once the controller finds them self in one that's not understood. It may get to this state in a way the designer didn't plan for, so getting out of it has to be incredibly quick and easy.
Personally, I put more stock in getting the system in an understood state than a controlled one as from there it's easier to return to control. Without understanding the state of the system it's easy to make further mistakes.