Video games give us some great examples of an interface being invisible.
A good video game is characterized by the player actually feeling like they are inside the game world as opposed to feeling like they are controlling something with a controller This is achieved by
Intuitive controller design where pressing forward means forward and backwards means backwards and sometimes we expect the user to learn over time — and when they learn by playing around, the interface slowly goes invisible An example where interaction is more visible can be - watching Television - where nowadays there are generally 2 or more remote controls — one for the set-top box or cable and another one is for the TV itself.
To us it feels actually like one task i.e. watching TV but technologically these are two different tasks So I have to think about which keypad of which controller I am using depending on what I want to do THIS is an example of where we spend a lot of time thinking about the interface than the task.