I've been interested in this for quite a while, and have read a fair bit about it as a phenomenon. I think that pursuing comfort and convenience to the point that it's actually harmful is sort of a big factor in a lot of societal change the last several decades in many developed/Western countries. As a European/American dual national I think it's a particularly strong current in American culture, personally.
An accessible intro is Michael Easter's book The Comfort Crisis, which, while a little pop-sciencey, explores the idea that making our lives more and more comfortable (across various axes) creates a feedback cycle that shrinks our comfort zones, making some of the more rewarding (but potentially challenging/uncomfortable) things in life seem unthinkable.
For me this was a bit of a "once you've seen it you can't unsee it" kind of thing. Letting convenience be your primary metric for success often produces totally unsatisfying results, anywhere from how you build cities to the way you eat a meal.
The arc of the original World of Warcraft (broader social impacts aside) is an interesting microcosm to explore: players continually asked for convenience features that would simplify the most tedious aspects of the game and reduce social friction (organizing groups, traveling etc), but as they made things more convenient over the years, many people found that the game actually began to lose something important. The response culminated in a very successful re-release of the original, inconvenient, game after 15 years.
An accessible intro is Michael Easter's book The Comfort Crisis, which, while a little pop-sciencey, explores the idea that making our lives more and more comfortable (across various axes) creates a feedback cycle that shrinks our comfort zones, making some of the more rewarding (but potentially challenging/uncomfortable) things in life seem unthinkable.
For me this was a bit of a "once you've seen it you can't unsee it" kind of thing. Letting convenience be your primary metric for success often produces totally unsatisfying results, anywhere from how you build cities to the way you eat a meal.
The arc of the original World of Warcraft (broader social impacts aside) is an interesting microcosm to explore: players continually asked for convenience features that would simplify the most tedious aspects of the game and reduce social friction (organizing groups, traveling etc), but as they made things more convenient over the years, many people found that the game actually began to lose something important. The response culminated in a very successful re-release of the original, inconvenient, game after 15 years.