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)
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)
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)
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, 2nd Ed.: 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)
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))
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)
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)
A bad UI is like an elephant in a room of blind people.
Vineet Raj Kapoor
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!)
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))
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)
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)
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)
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)
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 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)
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)
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)
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)
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
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
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)
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)
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))
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)
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 and Painters)
For example, consider a stack (which is a first-in, last-out list). You might have a program that requires three different types of stacks. One stack is used for integer values, one for floating-point values, and one for characters. In this case, the algorithm that implements each stack is the same, even though the data being stored differs. In a non-object-oriented language, you would be required to create three different sets of stack routines, with each set using different names. However, because of polymorphism, in Java you can create one general set of stack routines that works for all three specific situations. This way, once you know how to use one stack, you can use them all. More generally, the concept of polymorphism is often expressed by the phrase “one interface, multiple methods.” This means that it is possible to design a generic interface to a group of related activities. Polymorphism helps reduce complexity by allowing the same interface to be used to specify a general class of action.
Herbert Schildt (Java: A Beginner's Guide)
Usability testing is useful, necessary, and inefficient.
Jeff Johnson (Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules)
The key utility measure is user happiness. Speed of response and the size of the index are factors in user happiness. It seems reasonable to assume that relevance of results is the most important factor: blindingly fast, useless answers do not make a user happy. However, user perceptions do not always coincide with system designers' notions of quality. For example, user happiness commonly depends very strongly on user interface design issues, including the layout, clarity, and responsiveness of the user interface, which are independent of the quality of the results returned.
Christopher D. Manning (Introduction to Information Retrieval)
How is the body, including the observing body, becoming a component of new machines, economies, apparatuses, whether social, libidinal, or technological? In what way is subjectivity becoming a precarious condition of interface between rationalized systems of exchange and networks of information?
Jonathan Crary (Techniques of the Observer: On Vision and Modernity in the Nineteenth Century)
new interfaces are most understandable when they build on what users (and audiences) already know.
Nathan Shedroff (Make It So: Interaction Design Lessons from Science Fiction)
What goals do users want to achieve by using the application? What set of human tasks is the application intended to support? Which tasks are common, and which ones are rare? Which tasks are most important, and which ones are least important? What are the steps of each task? What are the result and output of each task? Where does the information for each task come from? How is the information that results from each task used? Which people do which tasks? What tools are used to do each task? What problems do people have performing each task? What sorts of mistakes are common? What causes them? How damaging are mistakes? What terminology do people who do these tasks use? What communication with other people is required to do the tasks?
Jeff Johnson (Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules)
the book of 944 design guidelines for text-based user interfaces of bygone days that Smith and Mosier of Mitre Corporation developed for the U.S. Air Force (Mosier & Smith, 1986; Smith & Mosier, 1986).
Rex Hartson (The UX Book: Process and Guidelines for Ensuring a Quality User Experience)
The five letters of the SOLID acronym stand for: Single Responsibility Principle: a class should have one and only one responsibility; that is, only one reason to change. The Lack of Cohesion Of Methods metric indicates the antipattern of too large a class. Open/Closed Principle: a class should be open for extension, but closed against modification. The Case Statement design smell suggests a violation. Liskov Substitution Principle: a method designed to work on an object of type T should also work on an object of any subtype of T. That is, all of T’s subtypes should preserve T’s “contract.” The refused bequest design smell often indicates a violation. Dependency Injection Principle: if two classes depend on each other but their implementations may change, it would be better for them to both depend on a separate abstract interface which is “injected” between them. Demeter Principle: a method can call other methods in its own class, and methods on the classes of its own instance variables; everything else is taboo. A design smell that indicates a violation is inappropriate intimacy.
Armando Fox (Engineering Software as a Service: An Agile Approach Using Cloud Computing + $10 AWS Credit)
Structured Application Design with MVC MVC defines a clean separation between the critical components of our apps. Consistent with its name, MVC defines three parts of an application: • A model provides the underlying data and methods that offer information to the rest of the application. The model does not define how the application will look or how it will act. • One or more views make up the user interface. A view consists of the different onscreen widgets (buttons, fields, switches, and so forth) that a user can interact with. • A controller is typically paired with a view. The controller is responsible for receiving user input and acting accordingly. Controllers may access and update a view using information from the model and update the model using the results of user interactions in the view. In short, it bridges the MVC components.
John Ray (Sams Teach Yourself iOS 5 Application Development in 24 Hours (3rd Edition))
Simplicity isn’t something you can stick on top of a user interface.
Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
Get Much more Out of one's iPhone With Jailbreak apple iphone 3G Typically individuals prefer to department out and do things that their working system has not been designed to do. Whether or not the person want to set up a new working system that enables them to how to jailbreak iphone play nintendo video games or turn their cellphone into a remote security system, jail breaking an Iphone has many advantages that users can benefit from. When a person decides to jail break an iphone, one of many first issues that they may need to take into account is violating the warranty tips, since this will trigger the guarantee to be voided. Jailbreaking refers back to the hacking from the apple iphone, which permits users to setup third social gathering apps inside the gadget. All iphones are sure to a specific supplier when they are made. This varies with nation and location.The underside line could be that the patrons are restricted to this provider, also termed as confined right into a "jail". With the utilization of softwares like jailbreak iPhone 3G, one can cut up up this restriction, subsequently the phrase "jailbreaking". This was thought of as a criminality till modern conditions, but which has a contemporary courtroom ruling, It is removed from any longer a violation with the laws. You may as well jailbreak iphone by installing extensions which offers immediate reach to your system settings out of your iOS machine. In addition they ignore specific restrictions set by Apple and carriers and acquires packages that give you with more management concerning iOS expertise. Jailbraking frees iOS devices from Apple’s limitations and lets you install something you want. There are various purposes that doesn’t meet Apple requirements and carriers out activties that Apple wouldn’t allow your gadget to do for a number of reasons. After jailbreaing your iPhone, house owners can attain nearly limitless customization enabling better management of the phone’s settings like the color scheme and interface. This offers a resolution for iPhone restrictions permitting the iPhone to have the same customization like the Google’s working system (Android). Jailbreaking entails overcoming numerous sorts of iOS security elements simultaneously.
Rand Millen
In particular, I want to present the stages in the historical development of user interfaces in terms of the different sets of human skills they are designed to exploit.
Paul Dourish (Where the Action Is: The Foundations of Embodied Interaction (The MIT Press))
Remember and Share - The Hook Model helps the product designer generate an initial prototype for a habit-forming technology. It also helps uncover potential weaknesses in an existing product’s habit-forming potential. - Once a product is built, Habit Testing helps uncover product devotees, discover which product elements are habit forming (if any), and why those aspects of your product change user behavior. Habit Testing includes three steps: identify, codify, and modify. - First, dig into the data to identify how people are behaving and using the product. - Next, codify these findings in search of habitual users. To generate new hypotheses, study the actions and paths taken by devoted users. - Lastly, modify the product to influence more users to follow the same path as your habitual users, and then evaluate results and continue to modify as needed. - Keen observation of one's own behavior can lead to new insights and habit-forming product opportunities. - Identifying areas where a new technology makes cycling through the Hook Model faster, more frequent or more rewarding provides fertile ground for developing new habit-forming products. - Nascent behaviors — new behaviors that few people see or do, and yet ultimately fulfill a mass-market need — can inform future breakthrough habit-forming opportunities. - New interfaces lead to transformative behavior change and business opportunities.   *** Do This Now Refer to the answers you came up with in the “Do This Now” section in chapter five to complete the following exercises: - Perform Habit Testing, as described in this chapter, to identify the steps users take toward long-term engagement. - Be aware of your behaviors and emotions for the next week as you use everyday products. Ask yourself: - What triggered me to use these products? Was I prompted externally or through internal means? - Am I using these products as intended? - How might these products improve their on-boarding funnels, re-engage users through additional external triggers, or encourage users to invest in their services? - Speak with three people outside your social circle to discover which apps occupy the first screen on their mobile devices. Ask them to use these apps as they normally would and see if you uncover any unnecessary or nascent behaviors. - Brainstorm five new interfaces that could introduce opportunities or threats to your business.
Nir Eyal (Hooked: How to Build Habit-Forming Products)
One of Page’s favorite courses was Film Craft in User Interface Design. “It showed how the language and techniques of film can actually be applied to computer interface designs,” he said.140
Anonymous
It took some time for me to understand why the smartphone, while convenient and useful for some tasks, is a dead end as the human-computer interface. The reason, once I saw it, is blindingly obvious: it has little respect for humanity.
David Rose (Enchanted Objects: Design, Human Desire, and the Internet of Things)
When I design, I work very hard to make the interface experience feel like there’s a human on the other end, not a computer.
Anonymous
User interface design is like football. Everybody in the company feels confident and keen to comment on the designs.
Emrah Yayici (UX Design and Usability Mentor Book : With Best Practice Business Analysis and User Interface Design Tips and Techniques)
You can find each guide as follows: Apple - Human Interface Guidelines Android – Design Guidelines Windows Phone – Design library for Windows Phone
Anonymous
Infinite scrolling should never be employed for interfaces in which users need to get to the end of the list quickly, or need to return to a particular list item after navigating elsewhere.
Alan Cooper (About Face: The Essentials of Interaction Design)
We can continue to create struggle to help us define the meaning of our life, or we can relax into the natural interface of our unique energy with the energy of the world and create a passionate, joyful life. We always have a choice. Self-awareness is the key to making more joyful, abundant choices. We
Karen Curry (Understanding Human Design: The New Science of Astrology: Discover Who You Really Are)
The Abundance Model shows us that our desires, beliefs and actions are all a part of creating. Emotional energy is the driving force of our creative power and the way in which we activate the creative process is unique to each and every one of us. You’re going to learn how your unique Human Design interfaces with the Abundance Model. By discovering who you are, how you operate and what you’re here to do, you will also tap into your power to create a life that feels abundant and bountiful to you.
Karen Curry Parker (Abundance by Design: Discover Your Unique Code for Health, Wealth and Happiness with Human Design (Life by Human Design))
I saw used effectively by one of our teams was to delay the implementation of proper persistence for the microservice, until the interface had stabilized enough
Sam Newman (Building Microservices)
that shows the flow of requests between objects. interface The set of all signatures defined by an object’s operations. The interface describes the set of requests to which an object can respond. metaclass Classes are objects in
Erich Gamma (Design Patterns: Elements of Reusable Object-Oriented Software)
representation. C++ uses the term data member. interaction diagram A diagram that shows the flow of requests between objects. interface The set of all signatures
Erich Gamma (Design Patterns: Elements of Reusable Object-Oriented Software)
Apple has a complex suite of proprietary technologies, both in hardware (like superior touchscreen materials) and software (like touchscreen interfaces purpose-designed for specific materials).
Peter Thiel (Zero to One: Notes on Startups, or How to Build the Future)
It is a general rule that implementations should be split from their interfaces by placing them in separate assemblies. For this, you can use the Stairway pattern.
Gary McLean Hall (Adaptive Code via C#: Agile coding with design patterns and SOLID principles (Developer Reference))
To quiet the land. When there has been unspecific trauma on the land and residents feel the impact, it is possible to do a constellation to identify the trauma and ask blessing of the land To inform land use: reforestation, development of both the land and communities that interface with the land To inform architectural design: Identify locations for green spaces and test environmentally sound building materials To inform energy choices: passive solar, hydro, wind, alternative building practices To support real estate transactions- Why won’t a place sell, supporting potential buyers to be able to look at properties in a systemic way To support environmentally based community action agencies Work with pets- both for veterinary practice and to
Francesca Boring (Family Systems Constellations and Other Systems Constellation Adventures: A transformational journey)
Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
Erich Gamma (Design Patterns: Elements of Reusable Object-Oriented Software)
An interface is said to be fluent if it returns itself from one or more of its methods. This allows clients to chain calls together,
Gary McLean Hall (Adaptive Code via C#: Agile coding with design patterns and SOLID principles (Developer Reference))
Consider Microsoft Word. Until the mid-1990s, repaginating a document was a foreground task. You had to invoke the Repaginate command and then wait many seconds—for long documents, minutes—for it to complete before you could return to editing the document.
Jeff Johnson (GUI Bloopers 2.0: Common User Interface Design Don'ts and Dos (Interactive Technologies))
Engineering does not replace art in a design, it makes it possible.
Jeff Johnson (Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules)
A videogame called Lost Memories Dot Net by Nina Freeman draws on Freeman’s own adolescent selfies and memories of the 2004 internet: you play as a fourteen-year-old girl designing her new anime fansite-slash-blog and IMing with her best friend about the boy they both have a crush on, in a tabbed interface that resembles an Internet Explorer theme from the era.
Gretchen McCulloch (Because Internet: Understanding the New Rules of Language)
All public elements of a design together make up its interface, and the name of each of those elements presents an opportunity to reveal the intention of the design.
Eric Evans (Domain-Driven Design: Tackling Complexity in the Heart of Software)
The complexity of a highly detailed interaction ends up being handled in the application layer, allowing domain knowledge to creep into the application or user interface code, where it is lost from the domain layer.
Eric Evans (Domain-Driven Design: Tackling Complexity in the Heart of Software)
The Very Difference Between Game Design & 3D Game Development You Always Want to Know Getting into the gaming industry is a dream for many people. In addition to the fact that this area is always relevant, dynamic, alive and impenetrable for problems inherent in other areas, it will become a real paradise for those who love games. Turning your hobby into work is probably the best thing that can happen in your career. What is Game Designing? A 3D Game Designer is a creative person who dreams up the overall design of a video game. Game design is a large field, drawing from the fields of computer science/programming, creative writing, and graphic design. Game designers take the creative lead in imagining and bringing to life video game worlds. Game designers discuss the following issues: • the target audience; • genre; • main plot; • alternative scenarios; • maps; • levels; • characters; • game process; • user interface; • rules and restrictions; • the primary and secondary goals, etc Without this information, further work on the game is impossible. Once the concept has been chosen, the game designers work closely with the artists and developers to ensure that the overall picture of the game is harmonized and that the implementation is in line with the original ideas. As such, the skills of a game designer are drawn from the fields of computer science and programming, creative writing and graphic design. Game designers take the creative lead in imagining and bringing to life video game stories, characters, gameplay, rules, interfaces, dialogue and environments. A game designer's role on a game development outsourcing team differs from the specialized roles of graphic designers and programmers. Graphic designers and game programmers have specific tasks to accomplish in the division of labor that goes into creating a video game, international students can major in those specific disciplines if desired. The game designer generates ideas and concepts for games. They define the layout and overall functionality of the Game Animation Studio. In short, they are responsible for creating the vision for the game. These geniuses produce innovative ideas for games. Game designers should have a knack for extraordinary and creative vision so that their game may survive in the competitive market. The field of game design is always in need of artists of all types who may be drawn to multiple art forms, original game design and computer animation. The game designer is the artist who uses his/her talents to bring the characters and plot to life. Who is a Game Development? Games developers use their creative talent and skills to create the games that keep us glued to the screen for hours and even days or make us play them by erasing every other thought from our minds. They are responsible for turning the vision into a reality, i.e., they convert the ideas or design into the actual game. Thus, they convert all the layouts and sketches into the actual product. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design. 3D Game development involves bringing these ideas to life. Developers take games from the conceptual phase, through *development*, and into reality. The Game Development Services side of games typically involves the programming, coding, rendering, engineering, and testing of the game (and all of its elements: sound, levels, characters, and other assets, etc.). Here are the following stages of 3D Game Development Service, and the best ways of learning game development (step by step). • High Concept • Pitch • Concept • Game Design Document • Prototype • Production • Design • Level Creation • Programming
GameYan
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)
design the user interface first. This is a mandate at any organization that makes things people love to use.
Scott Berkun (The Year Without Pants: WordPress.com and the Future of Work)
Seibel: What was the relation between the design phase and the coding? You four got together and sorted out the interfaces between the parts. Did that all happen before your 17 programmers started writing code, or did the coding feed back into your design? Allen: It was pretty much happening as we went. Our constraints were set by the people we reported to. And the heads of the different pieces, like myself, reported to one person, George Grover, and he had worked out the bigger picture technically. And a lot of it was driven by the constraints of the customers. There was a lot of teamwork and a lot of flexibility at the time, in part, because we were kind of inventing as we went. But under a deadline. So there was not as much management hierarchy, but just being more part of the team.
Peter Seibel (Coders at Work: Reflections on the Craft of Programming)
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)
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)
One lesson we learned the hard way after years of NetBeans API development is, “Don’t put setter methods in the true API.” By “true API,” we mean the interfaces that must be implemented to provide something. If setter methods are needed at all—and usually they aren’t—they belong only in the convenience base classes.
Jaroslav Tulach (Practical API Design: Confessions of a Java Framework Architect)
The path of evolution depends on the type of interface: additions to an API are acceptable, while removing functionality is not. In SPIs removals are allowed, while additions are not.
Jaroslav Tulach (Practical API Design: Confessions of a Java Framework Architect)
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)
Social media is designed for our brains. It interfaces with the parts of the human brain that regulate our sense of belonging and social approval. It rewards our dopamine system and encourages us to seek more rewards by connecting, engaging, and sharing online.
Sinan Aral (The Hype Machine: How Social Media Disrupts Our Elections, Our Economy, and Our Health--and How We Must Adapt)
What does True Wireless Earbuds Mean Where are my earphones? Ahh!! There they are….and they are tangled (with irksome scream inside your head). There is nothing more frustrating than going on a search operation for your headphones and finally finding them entangled. Well thanks to the advance technology these days one of your daily struggles is gone with the arrival of wireless earphones in the market. No wire means no entanglement. ‘Kill the problem before it kills you’, you know the saying. Right! So what actually truly wireless earbuds are? Why should you replace your old headphones and invest in wireless ones? Without any further delay let’s dig deep into it. image WHAT ARE TRUE WIRELESS EARBUDS? A lot of people misunderstand true wireless earbuds and wireless earphones as the same thing. When it’s not. A true wireless earbuds which solely connects through Bluetooth and not through any wire or cord or through any other source. While wireless earphones are the ones which are connected through Bluetooth to audio source but the connection between the two ear plugs is established through a cable between them. Why true wireless earbuds? Usability: Who doesn’t like freedom! With no wire restrictions, it’s easier to workout without sacrificing your music motivation. From those super stretch yoga asanas to marathon running, from weight training to cycling - you actually can do all those without worrying about your phone safety or the dilemma of where to put them. With no wire and smooth distance connection interface, you have the full freedom of your body movement. They also comes with a charging case so you don’t have to worry about it’s battery. Good audio quality and background noise cancellation: With features like active noise cancellation, which declutter the unwanted background voice giving you the ultimate audio quality. These earbuds has just leveled up the experience of music and prevents you from getting distracted. Comfort and design: These small ear buddies are friendly which snuggles into your ear canal and don’t put too much pressure on your delicate ears as they are light weight. They are style statement maker and are comfortable to use even when you are on move, they stick to your ear and don’t fall off easily. Apart from all that you can easily answer your call on go, pause your music or whatever you are listening, switch to next by just touching your earplugs. image Convenience: You don’t necessarily have to have your phone on you like the wired ones. The farthest distance you could go was the length of the cable. But with wireless ones this is not the case, they could transmit sound waves from 8 meter upto 30 meters varying from model to model. Which allows you multi-task and make your household chores interesting. You can enjoy your podcasts or music or follow the recipe while cooking in your kitchen when your phone is lying in your living room. Voice assistance: How fascinating was it to watch all those detective/ secret agent thriller movies while they are on run and getting directions from their computer savvy buddies. Ethan Hunt from Mission Impossible….. Remember! Many wireless earphones comes with voice assistance feature which makes it easy to go around the places you are new to. You don’t have to stop and look to your phone screen for directions which makes it easier to move either on foot or while driving. Few things for you to keep in mind and compare before investing in a true wireless earphones :- Sound Quality Battery Life Wireless Range Comfort and design Warranty Price Gone are those days when true wireless earbuds were expensive possession. They are quite economical now and are available with various features depending upon different brands in your price range.
Hammer
it may be possible to divide the method’s functionality into two or more smaller methods, each of which has only a part of the original method’s functionality. If you make a split like this, the interface for each of the resulting methods should be simpler than the interface of the original method.
John Ousterhout (A Philosophy of Software Design)
However, length by itself is rarely a good reason for splitting up a method. In general, developers tend to break up methods too much. Splitting up a method introduces additional interfaces, which add to complexity. It also separates the pieces of the original method, which makes the code harder to read if the pieces are actually related. You shouldn’t break up a method unless it makes the overall system simpler;
John Ousterhout (A Philosophy of Software Design)
However, information can be leaked even if it doesn’t appear in a module’s interface. Suppose two classes both have knowledge of a particular file format (perhaps one class reads files in that format and the other class writes them). Even if neither class exposes that information in its interface, they both depend on the file format: if the format changes, both classes will need to be modified.
John Ousterhout (A Philosophy of Software Design)
One of the most important elements of software design is determining who needs to know what, and when. When the details are important, it is better to make them explicit and as obvious as possible, such as the revised implementation of the backspace operation. Hiding this information behind an interface just creates obscurity.
John Ousterhout (A Philosophy of Software Design)
Information hiding and deep modules are closely related. If a module hides a lot of information, that tends to increase the amount of functionality provided by the module while also reducing its interface. This makes the module deeper. Conversely, if a module doesn’t hide much information, then either it doesn’t have much functionality, or it has a complex interface; either way, the module is shallow.
John Ousterhout (A Philosophy of Software Design)