Breaking suspension of disbelief
I find that I use the term "breaking suspension of disbelief" a lot when I write about design, because I think suspension of disbelief is one of the bedrock principles of interactive entertainment, especially the story-based kind I'm interested in. Every once in a while I get really, really annoyed by the fact that I am constantly using a triple negation... There's a good reason for it, apart from the fact it's a relatively common term... but it's still cumbersome.
(There's more on suspension of disbelief here.)