Interface Designers Quotes

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Readers usually ignore the typographic interface, gliding comfortably along literacy’s habitual groove. Sometimes, however, the interface should be allowed to fail. By making itself evident, typography can illuminate the construction and identity of a page, screen, place, or product.
Ellen Lupton (Thinking with Type: A Critical Guide for Designers, Writers, Editors, and Students)
Jobs's intensity was also evident in his ability to focus. He would set priorities, aim his laser attention on them, and filter out distractions. If something engaged him- the user interface for the original Macintosh, the design of the iPod and iPhone, getting music companies into the iTunes Store-he was relentless. But if he did not want to deal with something - a legal annoyance, a business issue, his cancer diagnosis, a family tug- he would resolutely ignore it. That focus allowed him to say no. He got Apple back on track by cutting all except a few core products. He made devices simpler by eliminating buttons, software simpler by eliminating features, and interfaces simpler by eliminating options. He attributed his ability to focus and his love of simplicity to his Zen training. It honed his appreciation for intuition, showed him how to filter out anything that was distracting or unnecessary, and nurtured in him an aesthetic based on minimalism.
Walter Isaacson (Steve Jobs)
Why can't you summon a command line and search your real-world home for 'Honda car keys,' and specify rooms in your house to search instead of folders or paths in your computer's home directory? It's a crippling design flaw in the real-world interface.
Richard Dooling (Rapture for the Geeks: When AI Outsmarts IQ)
After all, as Edward Tufte once said, “Overload, clutter, and confusion are not attributes of information, they are failures of design.
Golden Krishna (Best Interface Is No Interface, The: The simple path to brilliant technology (Voices That Matter))
User interface is the process of shifting from chaotic complexity to elegant simplicity.
Akshat Paul (React Native for iOS Development)
An ugly system is one in which there are special interfaces for everything you want to do. Unix is the opposite. It gives you the building blocks that are sufficient for doing everything. That's what having a clean design is all about.
Linus Torvalds (Just for Fun: The Story of an Accidental Revolutionary)
Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations.
Yu-kai Chou (Actionable Gamification: Beyond Points, Badges, and Leaderboards)
Intuitive design happens when current knowledge is the same as the target knowledge.
Jared Spool (Web Site Usability: A Designer's Guide (Interactive Technologies))
Like putting an Armani suit on Attila the Hun, interface design only tells how to dress up an existing behavior.
Alan Cooper (The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity)
As Susan Kare, designer of the original Mac interface, said, “You can’t really decide to paint a masterpiece. You just have to think hard, work hard, and try to make a painting that you care about. Then, if you’re lucky, your work will find an audience for whom it’s meaningful.
Seth Godin (The Practice: Shipping Creative Work)
Methods containing hundreds of lines of code are fine if they have a simple signature and are easy to read. These methods are deep (lots of functionality, simple interface), which is good.
John Ousterhout (A Philosophy of Software Design)
The software engineers who labored over the interface would have probably resorted to the standard lament: “RTFM”—“Read the (ahem) Manual.” For design thinkers, however, behaviors are never right or wrong, but they are always meaningful.
Tim Brown (Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation – From the IDEO CEO: Creative Strategies for Business Leaders at Every Level)
The best way to learn the value of good interface design is to use lots of interfaces — some good, some bad. Experience will teach you what works and what doesn’t. Never assume that a painful interface is “just the way it is.” Fix it, or wrap it in
Marijn Haverbeke (Eloquent JavaScript: A Modern Introduction to Programming)
when designers use clean aesthetics to cover over a complex reality—to take something human, nuanced, and rife with potential for bias, and flatten it behind a seamless interface—they’re not really making it easier for you. They’re just hiding the flaws in their model, and hoping you won’t ask too many difficult questions.
Sara Wachter-Boettcher (Technically Wrong: Sexist Apps, Biased Algorithms, and Other Threats of Toxic Tech)
A bad UI is like an elephant in a room of blind people.
Vineet Raj Kapoor
Particularly in the past fifty years the world has gradually been finding out something that architects have always known—that is—that everything is architecture. Charles Eames
John Harwood (The Interface: IBM and the Transformation of Corporate Design, 1945–1976 (A Quadrant Book))
casting the interface reference to any implementation is always a bad idea.
Gary McLean Hall (Adaptive Code via C#: Agile coding with design patterns and SOLID principles (Developer Reference))
Design is like a magic trick, it's all about creating the illusion of simplicity.
Rahul Raman (Pixel Land: A detailed guide on how to design a functional User Interface, even your grandma could use it!)
Remember, these things are designed for amateurs.” “Tell me about it,” Ivy snorted. “The user interface is so easy to use, I can’t do anything.
Neal Stephenson (Seveneves)
To deliver both power and pleasure to users, interaction designers think first conceptually, then in terms of behavior, and last in terms of interface.
Alan Cooper (The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity)
Mother-infant inter-brain synchrony provides a template for designing compassionate artificial intelligence and social robots.
Amit Ray (Compassionate Artificial Superintelligence AI 5.0)
The design of good interfaces takes time and ingenuity.
Luciano Floridi (The Fourth Revolution: How the infosphere is reshaping human reality)
The approach to digital culture I abhor would indeed turn all the world's books into one book, just as Kevin (Kelly) suggested. It might start to happen in the next decade or so. Google and other companies are scanning library books into the cloud in a massive Manhattan Project of cultural digitization. What happens next is what's important. If the books in the cloud are accessed via user interfaces that encourage mashups of fragments that obscure the context and authorship of each fragment, there will be only one book. This is what happens today with a lot of content; often you don't know where a quoted fragment from a news story came from, who wrote a comment, or who shot a video. A continuation of the present trend will make us like various medieval religious empires, or like North Korea, a society with a single book. The Bible can serve as a prototypical example. Like Wikipedia, the Bible's authorship was shared, largely anonymous, and cumulative, and the obscurity of the individual authors served to create an oracle-like ambience for the document as "the literal word of God." If we take a non-metaphysical view of the Bible, it serves as a link to our ancestors, a window. The ethereal, digital replacement technology for the printing press happens to have come of age in a time when the unfortunate ideology I'm criticizing dominates technological culture. Authorship - the very idea of the individual point of view - is not a priority of the new ideology. The digital flattening of expression into a global mush is not presently enforced from the top down, as it is in the case of a North Korean printing press. Instead, the design of software builds the ideology into those actions that are the easiest to perform on the software designs that are becoming ubiquitous. It is true that by using these tools, individuals can author books or blogs or whatever, but people are encouraged by the economics of free content, crowd dynamics, and lord aggregators to serve up fragments instead of considered whole expressions or arguments. The efforts of authors are appreciated in a manner that erases the boundaries between them. The one collective book will absolutely not be the same thing as the library of books by individuals it is bankrupting. Some believe it will be better; others, including me, believe it will be disastrously worse. As the famous line goes from Inherit the Wind: 'The Bible is a book... but it is not the only book' Any singular, exclusive book, even the collective one accumulating in the cloud, will become a cruel book if it is the only one available.
Jaron Lanier (You Are Not a Gadget)
If your product solves real problems, has a simple, intuitive interaction and an appealing, easy-to-read visual design, yet people aren’t using it, chances are your product is failing to communicate at a human level.
Everett N. McKay (UI is Communication: How to Design Intuitive, User Centered Interfaces by Focusing on Effective Communication)
Usability, fundamentally, is a matter of bringing a bit of human rights into the world of computer-human interaction. It's a way to let our ideals shine through in our software, no matter how mundane the software is. You may think that you're stuck in a boring, drab IT department making mind-numbing inventory software that only five lonely people will ever use. But you have daily opportunities to show respect for humanity even with the most mundane software.
Joel Spolsky (User Interface Design for Programmers)
The paradox of impact is that while design shapes the world in profound ways, it is also being shaped by the world. Design as a process necessarily interfaces with many other systems to shape and redefine the world and our human experience within it. Designers and design in general is, however, uniquely situated to be critical mediators between the various entities, forces, and agendas that are constantly at work in developing the future that we collectively and individually want.
Tania Allen (Solving Critical Design Problems: Theory and Practice)
We must create more effective interfaces with innovations across the whole of society; rethink how policies are designed; change how intellectual property regimes are governed; and use R& D to distribute intelligence across academia, government, business and civil society. This means restoring public purpose in policies so that they are aimed at creating tangible benefits for citizens and setting goals that matter to people–driven by public-interest considerations rather than profit.
Mariana Mazzucato (Mission Economy: A Moonshot Guide to Changing Capitalism)
One cannot not communicate. Because every behavior is a kind of communication, people who are aware of each other are constantly communicating. Any perceivable behavior, including the absence of action, has the potential to be interpreted by other people as having some meaning.
Everett N. McKay (UI is Communication: How to Design Intuitive, User Centered Interfaces by Focusing on Effective Communication)
I would argue that play is an essential part of living. It’s the process by which great discoveries are made, industries are built, and people fall in love. The instinctive human drive toward play continuously pushes us to find new ways to understand and influence the world around us.
John Ferrara (Playful Design: Creating Game Experiences in Everyday Interfaces)
Over the past four decades, much evidence has accumulated suggesting that responsiveness — a software application’s ability to keep up with users and not make them wait — is the most important factor in determining user satisfaction. Not just one of the most important factors - the most important factor.
Jeff Johnson (GUI Bloopers 2.0: Common User Interface Design Don'ts and DOS)
When you're designing for extremes with software, the three most important "extremes" to remember are: 1. Design for people who can't read. 2. Design for people who can't use a mouse. 3. Design for people who have such bad memories they would forget their own name if it weren't embossed on their American Express
Joel Spolsky (User Interface Design for Programmers)
As designers, we have a responsibility to remove inherent complexity from our interfaces, or else we ship that complexity to our users. This can result in confusion, frustration and a bad user experience. Where possible, designers and developers should handle complexity, while taking care not to over-simplify to the point of abstraction.
Jon Yablonski (Laws of UX: Using Psychology to Design Better Products & Services)
Noneditable data should never be displayed in a control that looks editable or operable. Checkboxes, radio buttons, menus, sliders, and the like should never be used for noneditable data because they look operable. Even if they are inactive (grayed), they look like they can somehow be made active, and users will waste time trying to do so.
Jeff Johnson (GUI Bloopers 2.0: Common User Interface Design Don'ts and DOS)
Disney and Apple/Microsoft are in the same business: short-circuiting laborious, explicit verbal communication with expensively designed interfaces. Disney is a sort of user interface unto itself—and more than just graphical. Let’s call it a Sensorial Interface. It can be applied to anything in the world, real or imagined, albeit at staggering expense.
Neal Stephenson (In the Beginning...Was the Command Line)
Pham Nuwen spent years learning to program/explore. Programming went back to the beginning of time. It was a little like the midden out back of his father’s castle. Where the creek had worn that away, ten meters down, there were the crumpled hulks of machines—flying machines, the peasants said—from the great days of Canberra’s original colonial era. But the castle midden was clean and fresh compared to what lay within the Reprise’s local net. There were programs here that had been written five thousand years ago, before Humankind ever left Earth. The wonder of it—the horror of it, Sura said—was that unlike the useless wrecks of Canberra’s past, these programs still worked! And via a million million circuitous threads of inheritance, many of the oldest programs still ran in the bowels of the Qeng Ho system. Take the Traders’ method of timekeeping. The frame corrections were incredibly complex—and down at the very bottom of it was a little program that ran a counter. Second by second, the Qeng Ho counted from the instant that a human had first set foot on Old Earth’s moon. But if you looked at it still more closely. . .the starting instant was actually some hundred million seconds later, the 0-second of one of Humankind’s first computer operating systems. So behind all the top-level interfaces was layer under layer of support. Some of that software had been designed for wildly different situations. Every so often, the inconsistencies caused fatal accidents. Despite the romance of spaceflight, the most common accidents were simply caused by ancient, misused programs finally getting their revenge. “We should rewrite it all,” said Pham. “It’s been done,” said Sura, not looking up. She was preparing to go off-Watch, and had spent the last four days trying to root a problem out of the coldsleep automation. “It’s been tried,” corrected Bret, just back from the freezers. “But even the top levels of fleet system code are enormous. You and a thousand of your friends would have to work for a century or so to reproduce it.” Trinli grinned evilly. “And guess what—even if you did, by the time you finished, you’d have your own set of inconsistencies. And you still wouldn’t be consistent with all the applications that might be needed now and then.” Sura gave up on her debugging for the moment. “The word for all this is ‘mature programming environment.’ Basically, when hardware performance has been pushed to its final limit, and programmers have had several centuries to code, you reach a point where there is far more signicant code than can be rationalized. The best you can do is understand the overall layering, and know how to search for the oddball tool that may come in handy—take the situation I have here.” She waved at the dependency chart she had been working on. “We are low on working fluid for the coffins. Like a million other things, there was none for sale on dear old Canberra. Well, the obvious thing is to move the coffins near the aft hull, and cool by direct radiation. We don’t have the proper equipment to support this—so lately, I’ve been doing my share of archeology. It seems that five hundred years ago, a similar thing happened after an in-system war at Torma. They hacked together a temperature maintenance package that is precisely what we need.” “Almost precisely.
Vernor Vinge (A Deepness in the Sky (Zones of Thought, #2))
If you need to visualize the soul, think of it as a cross between a wolf howl, a photon, and a dribble of dark molasses. But what it really is, as near as I can tell, is a packet of information. It’s a program, a piece of hyperspatial software designed explicitly to interface with the Mystery. Not a mystery, mind you, the Mystery. The one that can never be solved. To one degree or another, everybody is connected to the Mystery, and everybody secretly yearns to expand the connection. That requires expanding the soul. These things can enlarge the soul: laughter, danger, imagination, meditation, wild nature, passion, compassion, psychedelics, beauty, iconoclasm, and driving around in the rain with the top down. These things can diminish it: fear, bitterness, blandness, trendiness, egotism, violence, corruption, ignorance, grasping, shining, and eating ketchup on cottage cheese. Data in our psychic program is often nonlinear, nonhierarchical, archaic, alive, and teeming with paradox. Simply booting up is a challenge, if not for no other reason than that most of us find acknowledging the unknowable and monitoring its intrusions upon the familiar and mundane more than a little embarrassing. But say you’ve inflated your soul to the size of a beach ball and it’s soaking into the Mystery like wine into a mattress. What have you accomplished? Well, long term, you may have prepared yourself for a successful metamorphosis, an almost inconceivable transformation to be precipitated by your death or by some great worldwide eschatological whoopjamboreehoo. You may have. No one can say for sure. More immediately, by waxing soulful you will have granted yourself the possibility of ecstatic participation in what the ancients considered a divinely animated universe. And on a day to day basis, folks, it doesn’t get any better than that.
–Tom Robbins, from “You gotta have soul”, Esquire, October 1993
Most modules have more users than developers, so it is better for the developers to suffer than the users. As a module developer, you should strive to make life as easy as possible for the users of your module, even if that means extra work for you. Another way of expressing this idea is that it is more important for a module to have a simple interface than a simple implementation.
John Ousterhout (A Philosophy of Software Design)
Gates was good at computer coding, unlike Jobs, and his mind was more practical, disciplined, and abundant in analytic processing power. Jobs was more intuitive and romantic and had a greater instinct for making technology usable, design delightful, and interfaces friendly. He had a passion for perfection, which made him fiercely demanding, and he managed by charisma and scattershot intensity.
Walter Isaacson (Steve Jobs)
A good designer should constantly be looking for opportunities to learn from others’ mistakes. Instead of blaming the protagonists, we should try to put ourselves in their shoes and honestly answer these questions: What would lead me to design the same interface they did? What decisions led to this product being approved and shipped? How can I avoid finding myself in a similar position in the future?
Jonathan Shariat (Tragic Design: The True Impact of Bad Design and How to Fix It)
I had argued that it was ridiculous for a person to have two separate interfaces, one for local information (the desktop of their own computer) and one for remote information (a browser to reach other computers). Why did we need an entire desktop for our own computer but get only a window through which to view the entire rest of the planet? Why, for that matter, should we have folders on our desktop but not on the web?
Tim Berners-Lee (Weaving the Web: The Original Design and Ultimate Destiny of the World Wide Web)
A similar argument can be made about the form that the interface takes—with little pictures of folders and pages and trash cans. Those analogies are based in physical forms and so we associate the simplicity of the physical folder with that of the digital one. At best, we have faith in the interface that it is an accurate simplification of a more complex system behind it, and at worse, we don’t even recognize the complexity at all.
Tania Allen (Solving Critical Design Problems: Theory and Practice)
Something refused to come into focus in my thinking. Indistinctly, as though in a fog, shapes moved toward me and retreated just beyond cognition. But that getting a hold of things is the uncertainty. As the Tractatus says right at the beginning, “The world is everything that is the case.” It seemed as though the Mammy≈Divas® were just like Steve Jobs, trying to have reality bent to their own wills. Objectively, the iPhone was a muddle of mysticism and logic—breakable glass, non-ergonomic design, lousy battery life, lousy irreplaceable battery, lousy headphone jack, lousy virtual keyboard, lousy email, lousy memory, lousy lice, etc., etc, and an interface that you had to adapt to by pretending as an article of faith that no adaptation was required. The Mammy≈Divas® promised a seamless racial interface—eternal blackness ordered and majestic. They put a benign face on their lust for panoptic power. They promised to discipline and punish with pancakes.
Jon Woodson
thousand flowers bloom. Sometimes it’s nice to be in the hands of a control freak. • • • Jobs’s intensity was also evident in his ability to focus. He would set priorities, aim his laser attention on them, and filter out distractions. If something engaged him—the user interface for the original Macintosh, the design of the iPod and iPhone, getting music companies into the iTunes Store—he was relentless. But if he did not want to deal with something—a legal annoyance, a business issue,
Walter Isaacson (Steve Jobs)
Software developers come mainly from engineering and don’t see how similar their industry has become to the one that produces magazines, newspapers, books, TV shows, and movies. Most software developers haven’t yet learned to develop and follow strict standards for layout and graphic design and to pay as much attention to detail as traditional publishers and media studios do. As a result, graphic design and layout bloopers often get a “Who cares? It looks OK to me!” reaction from developers.
Jeff Johnson (GUI Bloopers 2.0: Common User Interface Design Don'ts and DOS)
In any case, even if a usability test resolves a dispute, it doesn't do it in any kind of a statistically valid way. Unless you test thousands of people from all walks of life under all kinds of conditions, something that not even Microsoft can afford to do, you are not actually getting statistically meaningful results. Remember, the real strength of usability tests is in finding truffles—finding the broken bits so you can fix them. Actually looking at the results as if they were statistics is just not justified.
Joel Spolsky (User Interface Design for Programmers)
Project managers don’t write code, they don’t test the use cases, and they’re not designing the interface. You know what a good project manager does? They are chaos-destroying machines, and each new person you bring onto your team, each dependency you create, adds hard-to-measure entropy to your team. A good project manager thrives on measuring, controlling, and crushing entropy. You did this easily when you were a team of five, but if you’re going to succeed at 105, what was done organically now needs to be done mechanically.
Michael Lopp (Managing Humans: Biting and Humorous Tales of a Software Engineering Manager)
I write them to improve my productivity as a programmer. Making the quality assurance department happy is just a side effect. Unit tests are highly localized. Each test class works within a single package. It tests the interfaces to other packages, but beyond that it assumes the rest just works. Functional tests are a different animal. They are written to ensure the software as a whole works. They provide quality assurance to the customer and don't care about programmer productivity. They should be developed by a different team, one who delights in finding bugs.
Martin Fowler (Refactoring: Improving the Design of Existing Code (Addison-wesley Object Technology Series))
In his book Software Abstractions, MIT Professor Daniel Jackson explains just how important it is to choose the right abstractions. "Pick the right ones, and programming will flow naturally from design; modules will have small and simple interfaces; and new functionality will more likely fit in without extensive reorganization, " Jackson writes. "Pick the wrong ones, and programming will be a series of nasty surprises: interfaces will become baroque and clumsy as they are forced to accommodate unanticipated interactions, and even the simplest of changes will be hard to make.
Edmond Lau (The Effective Engineer: How to Leverage Your Efforts In Software Engineering to Make a Disproportionate and Meaningful Impact)
0.1 second: This is the limit for perception of cause-and-effect between events. If software waits longer than 0.1 second to show a response to your action, cause-and-effect is broken: the software’s reaction will not seem to be a result of your action. Therefore, on-screen buttons have 0.1 second to show they’ve been clicked; otherwise users will click again. If an object the user is “dragging” lags more than 0.1 second behind the cursor, users will have trouble placing it. This 0.1-second deadline is what HCI researcher Stuart Card calls the perceptual “moment.” It is also close to the limit for perception of smooth animation: 0.063 second/frame (16 frames/second)
Jeff Johnson (GUI Bloopers 2.0: Common User Interface Design Don'ts and DOS)
Jobs’s intensity was also evident in his ability to focus. He would set priorities, aim his laser attention on them, and filter out distractions. If something engaged him—the user interface for the original Macintosh, the design of the iPod and iPhone, getting music companies into the iTunes Store—he was relentless. But if he did not want to deal with something—a legal annoyance, a business issue, his cancer diagnosis, a family tug—he would resolutely ignore it. That focus allowed him to say no. He got Apple back on track by cutting all except a few core products. He made devices simpler by eliminating buttons, software simpler by eliminating features, and interfaces simpler by eliminating options.
Walter Isaacson (Steve Jobs)
...задача дизайнеров заключается в том, чтобы создавать интерфейсы, которые не позволяют привычкам вызывать проблемы у пользователей. Мы должны создавать интерфейсы, которые, во-первых, целенаправленно опираются на человеческую способность формировать привычки и, во-вторых, развивают у пользователей такие привычки, которые позволяют упростить ход работы. В случае идеального человекоориентированного интерфейса доля участия самого интерфейса в работе пользователя должна сводиться к формированию полезных привычек. Многие проблемы, которые делают программные продукты сложными и неудобными в использовании, происходят из-за того, что в используемом интерфейсе «человек-машина» не учитываются полезные и вредные свойства человеческой способности формировать привычки.
Jef Raskin (The Humane Interface: New Directions for Designing Interactive Systems)
Sometimes I lie awake at night, or I wander in the field behind my house, or I walk down the street in our local town and think I can see it all around me: the Grid. The veins and sinews of the Machine that surrounds us and pins us and provides for us and defines us now. I imagine a kind of network of shining lines in the air, glowing like a dewed spiderweb in the morning sun. I imagine the cables and the satellite links, the films and the words and the records and the opinions, the nodes and the data centres that track and record the details of my life. I imagine the mesh created by the bank transactions and the shopping trips, the passport applications and the text messages sent. I see this thing, whatever it is, being constructed, or constructing itself around me, I see it rising and tightening its grip, and I see that none of us can stop it from evolving into whatever it is becoming. I see the Machine, humming gently to itself as it binds us with its offerings, as it dangles its promises before us and slowly, slowly, slowly reels us in. I think of the part of it we interact with daily, the glowing white interface through which we volunteer every detail of our lives in exchange for information or pleasure or stories told by global entertainment corporations who commodify our culture and sell it back to us. I think of the words we use to describe this interface, which we carry with us in our pockets wherever we go, as we are tracked down every street and into every forest that remains: the web; the net. I think: These are things designed to trap prey.
Paul Kingsnorth (Against the Machine: On the Unmaking of Humanity)
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Their avatars all sat motionless, with their eyes closed. This was a signal that they were “engaged,” meaning they were currently on phone calls, browsing the Web, or logged into chat rooms. It was poor OASIS etiquette to try to talk to an engaged avatar. They usually just ignored you, and you’d get an automated message telling you to piss off. I took a seat at my desk and tapped the Engage icon at the edge of my display. My own avatar’s eyes slid shut, but I could still see my surroundings. I tapped another icon, and a large two-dimensional Web browser window appeared, suspended in space directly in front of me. Windows like this one were visible to only my avatar, so no one could read over my shoulder (unless I selected the option to allow it). My homepage was set to the Hatchery, one of the more popular gunter message forums. The Hatchery’s site interface was designed to look and operate like an old pre-Internet dial-up bulletin
Ernest Cline (Ready Player One (Ready Player One, #1))
looking for people to design the graphical interface for Apple’s new operating system, Jobs got an email from a young man and invited him in. The applicant was nervous, and the meeting did not go well. Later that day Jobs bumped into him, dejected, sitting in the lobby. The guy asked if he could just show him one of his ideas, so Jobs looked over his shoulder and saw a little demo, using Adobe Director, of a way to fit more icons in the dock at the bottom of a screen. When the guy moved the cursor over the icons crammed into the dock, the cursor mimicked a magnifying glass and made each icon balloon bigger. “I said, ‘My God,’ and hired him on the spot,” Jobs recalled. The feature became a lovable part of Mac OSX, and the designer went on to design such things as inertial scrolling for multi-touch screens (the delightful feature that makes the screen keep gliding for a moment after you’ve finished swiping). Jobs’s experiences at NeXT had matured him, but they had not mellowed him much. He still had no license plate on his Mercedes, and he still parked in the handicapped spaces next to the front door, sometimes straddling two slots. It became a running
Walter Isaacson (Steve Jobs)
If you want to make money at some point, remember this, because this is one of the reasons startups win. Big companies want to decrease the standard deviation of design outcomes because they want to avoid disasters. But when you damp oscillations, you lose the high points as well as the low. This is not a problem for big companies, because they don't win by making great products. Big companies win by sucking less than other big companies.” - “The place to fight design wars is in new markets, where no one has yet managed to establish any fortifications. That's where you can win big by taking the bold approach to design, and having the same people both design and implement the product. Microsoft themselves did this at the start. So did Apple. And Hewlett- Packard. I suspect almost every successful startup has.” - “Great software, likewise, requires a fanatical devotion to beauty. If you look inside good software, you find that parts no one is ever supposed to see are beautiful too.” - “The right way to collaborate, I think, is to divide projects into sharply defined modules, each with a definite owner, and with interfaces between them that are as carefully designed and, if possible, as articulated as programming languages. Like painting, most software is intended for a human audience. And so hackers, like painters, must have empathy to do really great work. You have to be able to see things from the user's point of view.” - “It turns out that looking at things from other people's point of view is practically the secret of success.” - “Part of what software has to do is explain itself. So to write good software you have to understand how little users understand. They're going to walk up to the software with no preparation, and it had better do what they guess it will, because they're not going to read the manual.
Paul Graham (Hackers & Painters: Big Ideas from the Computer Age)
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Consider an actual city park in contrast to a faux public space like Universal CityWalk, which one passes through upon leaving the Universal Studios theme park. Because it interfaces between the theme park and the actual city, CityWalk exists somewhere in between, almost like a movie set, where visitors can consume the supposed diversity of an urban environment while enjoying a feeling of safety that results from its actual homogeneity. In an essay about such spaces, Eric Holding and Sarah Chaplin call CityWalk “a ‘scripted space’ par excellence, that is, a space which excludes, directs, supervises, constructs, and orchestrates use.”13 Anyone who has ever tried any funny business in a faux public space knows that such spaces do not just script actions, they police them. In a public space, ideally, you are a citizen with agency; in a faux public space, you are either a consumer or a threat to the design of the place.
Jenny Odell (How to Do Nothing: Resisting the Attention Economy)
Without minimizing the value of intuition as a problem solving tool, we propose that systematic design programs are more valuable from a communication standpoint than ad hoc solutions; that intention is preferable to accident; that principled rationale provides a compelling basis for design decisions than personal creative impulse.
Designing Visual Interfaces (Kevin Mullet and Darrel Sano)
Seibel: Other than the possibility of implementing it at all, how do you decide whether your interfaces are good? Steele: I usually think about generality and orthogonality. Conformance to accepted ways of doing things. For example, you don't put the divisor before the dividend unless there's a really good reason for doing so because in mathematics we're used to doing it the other way around. So you think about conventional ways of doing things. I've done enough designs that I think about ways I've done it before and whether they were good or bad. I'm also designing relative to some related thing that I've already designed before. So, for example, while looking at the specifications for numeric functions in Java, I'd already done numeric functions for Common Lisp. And I'd documented numeric functions for C. I knew some of the implementation pitfalls and some of the specification pitfalls for those things. I spent a lot of time worrying about edge cases. That's something I learned from Trenchard More and his array theory for APL. His contention was that if you took care of the edge cases then the stuff in the middle usually took care of itself. Well, he didn't say it that way; I guess that's the conclusion I draw from him. To turn it around, you want to design the specification of what's in the middle in such a way that it naturally is also correct on the boundaries, rather than treating boundaries as special cases.
Peter Seibel (Coders at Work: Reflections on the Craft of Programming)
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John Ousterhout (A Philosophy of Software Design)
The first step in documenting abstractions is to separate interface comments from implementation comments. Interface comments provide information that someone needs to know in order to use a class or method; they define the abstraction. Implementation comments describe how a class or method works internally in order to implement the abstraction.
John Ousterhout (A Philosophy of Software Design)