User Interface Design Quotes

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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)
User interface is the process of shifting from chaotic complexity to elegant simplicity.
Akshat Paul (React Native for iOS Development)
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)
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)
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!)
A bad UI is like an elephant in a room of blind people.
Vineet Raj Kapoor
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)
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)
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)
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)
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)
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)
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)
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)
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))
An important milestone in the history of web design has been the birth of MySpace and Facebook and the advent of social networks, at the beginning of the 21st century. The websites began to adapt to this new level of interactivity, and companies finally understood the importance of placing their users at the centre of the web experience. If, up until that moment, designers and coders used to create aesthetically pleasing interfaces based merely on their clients’ requests, they then started moving to a more user-centric approach. Web research began to focus more and more on the study of websites usability, navigation fluidity and on the easiness of interaction.
Simone Puorto
The natural mistake engineers make is to build from the bottom up. They leave the user interface last, assuming it is the least complex technology. This is wrong. Humans are much more complex than software, and since the interface has to interact with people, it's the most difficult to do well. By building from the bottom up, technologists paint themselves into a corner, resulting in ugly, hard-to-use things. By the time they finally got to the user interface work, so many constraints exist that even the best designers in the world couldn't salvage the project. The answer is simple: 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)
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Bruce Horn: I thought that computers would be hugely flexible and we could be able to do everything and it would be the most mind-blowing experience ever. And instead we froze all of our thinking. We froze all the software and made it kind of industrial and mass-marketed. Computing went in the wrong direction: Computing went to the direction of commercialism and cookie-cutter. Jaron Lanier: My whole field has created shit. And it’s like we’ve thrust all of humanity into this endless life of tedium, and it’s not how it was supposed to be. The way we’ve designed the tools requires that people comply totally with an infinite number of arbitrary actions. We really have turned humanity into lab rats that are trained to run mazes. I really think on just the most fundamental level we are approaching digital technology in the wrong way. Andy van Dam: Ask yourself, what have we got today? We’ve got Microsoft Word and we’ve got PowerPoint and we’ve got Illustrator and we’ve got Photoshop. There’s more functionality and, for my taste, an easier-to-understand user interface than what we had before. But they don’t work together. They don’t play nice together. And most of the time, what you’ve got is an import/export capability, based on bitmaps: the lowest common denominator—dead bits, in effect. What I’m still looking for is a reintegration of these various components so that we can go back to the future and have that broad vision at our fingertips. I don’t see how we are going to get there, frankly. Live bits—where everything interoperates—we’ve lost that. Bruce Horn: We’re waiting for the right thing to happen to have the same type of mind-blowing experience that we were able to show the Apple people at PARC. There’s some work being done, but it’s very tough. And, yeah, I feel somewhat responsible. On the other hand, if somebody like Alan Kay couldn’t make it happen, how can I make it happen?
Adam Fisher (Valley of Genius: The Uncensored History of Silicon Valley (As Told by the Hackers, Founders, and Freaks Who Made It Boom))
Requirements are not architecture. Requirements are not design, nor are they the user interface. Requirements are need.
Andrew Hunt (The Pragmatic Programmer)
10 Usability Heuristics for User Interface Design
Jackie Bavaro (Cracking the PM Career: The Skills, Frameworks, and Practices To Become a Great Product Manager (Cracking the Interview & Career))
minimise choices when response time is critical to decrease decision time
Jon Yablonski (Laws of UX: Using Psychology to Design Better Products & Services)
For years I found it annoying to walk my dog. All she ever wanted to do was sniff the grass and trees upon which other dogs had left their scent. Neither of us got much exercise. It was like tug-of-war to get Snickers to move at all. One day, I saw an Instagram video in which a self-designated dog expert explained that dogs might need the sniffing more than the walking. Their brains light up when they sniff, and it can tire them out when they engage in vigorous sniffing. I had noticed how happy Snickers looked when sniffing, but my brain couldn’t connect the dots because sniffing dog urine sounds inherently unpleasant to my human brain. But to the dog, it was the equivalent of checking her social media. I started naming the trees and shrubs in the park accordingly: Muta (formerly known as Facebark), Twigger, LeafedIn, Instabush, and Treemail. Obviously, the garbage receptacle into which people flung their dog poop bags was TikTok.  Once I understood the importance of sniffing, I reframed my experience this way. Usual Frame: Taking the dog for a walk and failing. Reframe: Taking the dog for a sniff and succeeding. That reframe completely changed my subjective experience. Instead of failing at walking, I was succeeding at being a sniff-assistant. Snickers loved the new arrangement, and sure enough, twenty minutes of outdoor sniffing set her attitude right for the rest of the day.  But then I had a new problem. Standing around holding a leash is boring compared to walking. It’s boring compared to most things. But then I reframed my boredom this way. Usual Frame: I have nothing to do. I am just standing here. Reframe: Perfect time to practice proper breathing and posture. Now I spend twenty minutes a day enjoying the outdoors while breathing properly and practicing my posture. It feels good, which is enough to lock in the new habit. Now I am delighted to take my dog to the park. The only thing that changed was how I thought about the point of it all. If you’re like most people, you spend a lot of time standing in line or waiting for one thing or another. It feels like a gigantic waste of time. Maybe you check your phone, but that probably isn’t as useful as it is anxiety-making. As you can tell from the Snickers story, I found a way to turn all mindless waiting time into one of the most productive parts of my day using the good-time-to-breathe reframe.
Scott Adams (Reframe Your Brain: The User Interface for Happiness and Success (The Scott Adams Success Series))
Two or more things are orthogonal if changes in one do not affect any of the others. In a well-designed system, the database code will be orthogonal to the user interface: you can change the interface without affecting the database, and swap databases without changing the interface.
Andrew Hunt (The Pragmatic Programmer: From Journeyman to Master)
Many developers and usability professionals still approach interface design by asking what the tasks are. Although this may get the job done, it won’t produce much more than an incremental improvement: It won’t provide a solution that differentiates your product in the market, and very often it won’t really satisfy the user.
Alan Cooper (About Face 3: The Essentials of Interaction Design)
How do companies, producing little more than bits of code displayed on a screen, seemingly control users’ minds?” Nir Eyal, a prominent Valley product consultant, asked in his 2014 book, Hooked: How to Build Habit-Forming Products. “Our actions have been engineered,” he explained. Services like Twitter and YouTube “habitually alter our everyday behavior, just as their designers intended.” One of Eyal’s favorite models is the slot machine. It is designed to answer your every action with visual, auditory, and tactile feedback. A ping when you insert a coin. A ka-chunk when you pull the lever. A flash of colored light when you release it. This is known as Pavlovian conditioning, named after the Russian physiologist Ivan Pavlov, who rang a bell each time he fed his dog, until, eventually, the bell alone sent his dog’s stomach churning and saliva glands pulsing, as if it could no longer differentiate the chiming of a bell from the physical sensation of eating. Slot machines work the same way, training your mind to conflate the thrill of winning with its mechanical clangs and buzzes. The act of pulling the lever, once meaningless, becomes pleasurable in itself. The reason is a neurological chemical called dopamine, the same one Parker had referenced at the media conference. Your brain releases small amounts of it when you fulfill some basic need, whether biological (hunger, sex) or social (affection, validation). Dopamine creates a positive association with whatever behaviors prompted its release, training you to repeat them. But when that dopamine reward system gets hijacked, it can compel you to repeat self-destructive behaviors. To place one more bet, binge on alcohol—or spend hours on apps even when they make you unhappy. Dopamine is social media’s accomplice inside your brain. It’s why your smartphone looks and feels like a slot machine, pulsing with colorful notification badges, whoosh sounds, and gentle vibrations. Those stimuli are neurologically meaningless on their own. But your phone pairs them with activities, like texting a friend or looking at photos, that are naturally rewarding. Social apps hijack a compulsion—a need to connect—that can be even more powerful than hunger or greed. Eyal describes a hypothetical woman, Barbra, who logs on to Facebook to see a photo uploaded by a family member. As she clicks through more photos or comments in response, her brain conflates feeling connected to people she loves with the bleeps and flashes of Facebook’s interface. “Over time,” Eyal writes, “Barbra begins to associate Facebook with her need for social connection.” She learns to serve that need with a behavior—using Facebook—that in fact will rarely fulfill it.
Max Fisher (The Chaos Machine: The Inside Story of How Social Media Rewired Our Minds and Our World)
designed for people. User Interface gurus consult for large sums of money to build HTML code that is easy to use and displays correctly
Sean M. Burke (Perl & LWP: Fetching Web Pages, Parsing HTML, Writing Spiders & More)
Windows User Interface Design Specifications and Guidelines
Raymond Chen (Old New Thing: Practical Development Throughout the Evolution of Windows, The)
Here are a few of of the most important red flags discussed in this book. The presence of any of these symptoms in a system suggests that there is a problem with the system’s design: Shallow Module: the interface for a class or method isn’t much simpler than its implementation (see pp. 25, 110). Information Leakage: a design decision is reflected in multiple modules (see p. 31). Temporal Decomposition: the code structure is based on the order in which operations are executed, not on information hiding (see p. 32). Overexposure: An API forces callers to be aware of rarely used features in order to use commonly used features (see p. 36). Pass-Through Method: a method does almost nothing except pass its arguments to another method with a similar signature (see p. 52). Repetition: a nontrivial piece of code is repeated over and over (see p. 68). Special-General Mixture: special-purpose code is not cleanly separated from general purpose code (see p. 71). Conjoined Methods: two methods have so many dependencies that its hard to understand the implementation of one without understanding the implementation of the other (see p. 75). Comment Repeats Code: all of the information in a comment is immediately obvious from the code next to the comment (see p. 104). Implementation Documentation Contaminates Interface: an interface comment describes implementation details not needed by users of the thing being documented (see p. 114). Vague Name: the name of a variable or method is so imprecise that it doesn’t convey much useful information (see p. 123). Hard to Pick Name: it is difficult to come up with a precise and intuitive name for an entity (see p. 125). Hard to Describe: in order to be complete, the documentation for a variable or method must be long. (see p. 133). Nonobvious Code: the behavior or meaning of a piece of code cannot be understood easily. (see p. 150).
John Ousterhout (A Philosophy of Software Design)
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Clients think that a product is composed of only user interfaces.
Emrah Yayici (UX Design and Usability Mentor Book : With Best Practice Business Analysis and User Interface Design Tips and Techniques)
Class Quality Abstract Data Types Have you thought of the classes in your program as abstract data types and evaluated their interfaces from that point of view? Abstraction Does the class have a central purpose? Is the class well named, and does its name describe its central purpose? Does the class's interface present a consistent abstraction? Does the class's interface make obvious how you should use the class? Is the class's interface abstract enough that you don't have to think about how its services are implemented? Can you treat the class as a black box? Are the class's services complete enough that other classes don't have to meddle with its internal data? Has unrelated information been moved out of the class? Have you thought about subdividing the class into component classes, and have you subdivided it as much as you can? Are you preserving the integrity of the class's interface as you modify the class? Encapsulation Does the class minimize accessibility to its members? Does the class avoid exposing member data? Does the class hide its implementation details from other classes as much as the programming language permits? Does the class avoid making assumptions about its users, including its derived classes? Is the class independent of other classes? Is it loosely coupled? Inheritance Is inheritance used only to model "is a" relationships—that is, do derived classes adhere to the Liskov Substitution Principle? Does the class documentation describe the inheritance strategy? Do derived classes avoid "overriding" non-overridable routines? Are common interfaces, data, and behavior as high as possible in the inheritance tree? Are inheritance trees fairly shallow? Are all data members in the base class private rather than protected? Other Implementation Issues Does the class contain about seven data members or fewer? Does the class minimize direct and indirect routine calls to other classes? Does the class collaborate with other classes only to the extent absolutely necessary? Is all member data initialized in the constructor? Is the class designed to be used as deep copies rather than shallow copies unless there's a measured reason to create shallow copies?
Steve McConnell (Code Complete)
In pull platforms, the modules are designed to be loosely coupled, with interfaces that help users to understand what the module contains and how it can be accessed. Because of this loosely coupled modular design, pull platforms can accommodate a much larger number of diverse participants. In fact, pull platforms tend to have increasing returns dynamics—the more participants and modules the platform can attract, the more valuable the platform becomes.
John Seely Brown (The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion)
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
UX designers should convince clients to get “fair value” outcomes with “must-have” features rather than many “nice-to-have” ones.
Emrah Yayici (UX Design and Usability Mentor Book : With Best Practice Business Analysis and User Interface Design Tips and Techniques)
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))
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)
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)
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)
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)
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))
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)
Usability testing is useful, necessary, and inefficient.
Jeff Johnson (Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules)
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)
The Star workstation he shepherded to launch was an amazing accomplishment. Enclosed in a squat beige-colored box which, like its ancestral Alto, slid on casters under a desk, the machine came packed with features no one had ever seen before and few envisioned in a commercial office machine. These included a bitmapped screen (in “muted blue,” as Xerox promotional literature described it at the time), a mouse (“an electronic pointing device”), windowed displays, and “What You See Is What You Get” document preparation. The bundled functions included text processing, a drawing program, the first integrated “help” program, and electronic mail. By far the system’s most striking feature was its graphical user interface, the stylized display that communicated with the user via the bitmapped screen. This arrangement of icons and folders built around what the Star designers called the “desktop metaphor” is so familiar today that it seems to have been a part of computing forever. But its pioneering implementation on the Star included some capabilities that had yet to resurface on the market nearly two decades later. Text, formulas, and graphics could all be edited in the same document. (Compare today’s “integrated” software, in
Michael A. Hiltzik (Dealers of Lightning: Xerox PARC and the Dawn of the Computer Age)
which a drawing imported into a text document can no longer be altered, but must be changed in the original graphics program and reintroduced into the text document.) Out of the box the Star was multilingual, offering typefaces and keyboard configurations that could be implemented in the blink of an eye for writing in Russian, French, Spanish, and Swedish through the use of “virtual keyboards”—graphic representations of keyboards that appeared on screen to show the user where to find the unique characters in whatever language he or she was using. In 1982 an internal library of 6,000 Japanese kanji characters was added; eventually Star users were able to draft documents in almost every modern language, from Arabic and Bengali to Amharic and Cambodian. As the term implied, the user’s view of the screen resembled the surface of a desk. Thumbnail-sized icons representing documents were lined up on one side of the screen and those representing peripheral devices—printers, file servers, e-mail boxes—on the other. The display image could be infinitely personalized to be tidy or cluttered, obsessively organized or hopelessly confused, alphabetized or random, as dictated by the user’s personality and taste. The icons themselves had been painstakingly drafted and redrafted so they would be instantaneously recognized by the user as document pages (with a distinctive dog-eared upper right corner), file folders, in and out baskets, a clock, and a wastebasket. Thanks to the system’s object-oriented software, the Star’s user could launch any application simply by clicking on the pertinent icon; the machine automatically “knew” that a text document required it to launch a text editor or a drawing to launch a graphics program. No system has ever equaled the consistency of the Star’s set of generic commands, in which “move,” “copy,” and “delete” performed similar operations across the entire spectrum of software applications. The Star was the epitome of PARC’s user-friendly machine. No secretary had to learn about programming or code to use the machine, any more than she had to understand the servomechanism driving the dancing golf ball to type on an IBM Selectric typewriter. Changing a font, or a margin, or the space between typed lines in most cases required a keystroke or two or a couple of intuitive mouse clicks. The user understood what was happening entirely from watching the icons or documents move or change on the screen. This was no accident: “When everything in a computer system is visible on the screen,” wrote David Smith, a designer of the Star interface, “the display becomes reality. Objects and actions can be understood purely in terms of their effects on the display.
Michael A. Hiltzik (Dealers of Lightning: Xerox PARC and the Dawn of the Computer Age)
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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
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)
Dots pulsed. Jamal called those pulsing dots blowing bubbles, but I called them one of the worst user interface conventions ever designed. Worse than infinite scrolling, the Like button, or that slot-machine pull-to-refresh that always made me feel like a human guinea pig test subject pawing at the controls for either an electric shock, a dose of morphine, absolutely nothing, or a hard dry biscuit to devour while backed into a corner, scanning the edges of my iron room for hidden cameras.
David Yoon
The real threat is not superintelligent machines or AI; the threat comes from dumb systems. Dumb systems often create friction, are typically designed with weak user interfaces, and frequently promote a lack of interoperability. Today, the evidence is overwhelming that superior results are obtained through thoughtful pairing of humans and machines.
Kerrie L. Holley (AI-First Healthcare: AI Applications in the Business and Clinical Management of Health)
The use case class accepts simple request data structures for its input, and returns simple response data structures as its output. These data structures are not dependent on anything. They do not derive from standard framework interfaces such as HttpRequest and HttpResponse. They know nothing of the web, nor do they share any of the trappings of whatever user interface might be in place. This lack of dependencies is critical. If the request and response models are not independent, then the use cases that depend on them will be indirectly bound to whatever dependencies the models carry with them. You might be tempted to have these data structures contain references to Entity objects. You might think this makes sense because the Entities and the request/response models share so much data. Avoid this temptation! The purpose of these two objects is very different. Over time they will change for very different reasons, so tying them together in any way violates the Common Closure and Single Responsibility Principles. The result would be lots of tramp data, and lots of conditionals in your code.
Robert C. Martin (Clean Architecture: A Craftsman's Guide to Software Structure and Design)
User comfort matters, and Bronva's design reflects this belief. Drawing inspiration from the familiar interfaces of Google and Bing, we provide a seamless transition for users. It's about offering a new, privacy-focused search experience without sacrificing ease of use.
James William Steven Parker
The Future of Diabetes Management: Continuous Glucose Monitors by Med Supply US In the realm of diabetes management, continuous glucose monitors (CGMs) have emerged as a revolutionary technology, transforming the way individuals monitor their blood sugar levels. Med Supply US, a leading name in healthcare solutions, is at the forefront of this innovation, offering cutting-edge CGM devices that enhance the quality of life for those with diabetes. What sets continuous glucose monitors apart is their ability to provide real-time glucose readings, allowing users to track their levels throughout the day and night, without the need for constant finger pricks. This continuous monitoring not only offers convenience but also helps individuals make informed decisions about their diet, exercise, and insulin dosages. Med Supply US has established itself as a trusted provider of CGMs, offering a range of devices that cater to different needs and preferences. Whether it's the ease of use of their user-friendly interfaces or the accuracy of their readings, Med Supply US CGMs are designed to empower users in managing their diabetes effectively. One of the key advantages of Med Supply US CGMs is their compatibility with smartphone apps, allowing users to conveniently view their glucose data on their devices. This seamless integration with technology makes monitoring glucose levels more accessible and less intrusive, leading to better diabetes management outcomes. In conclusion, continuous glucose monitors by Med Supply US are revolutionizing diabetes management, offering a level of convenience, accuracy, and integration with technology that was previously unimaginable. With Med Supply US CGMs, individuals can take control of their diabetes with confidence, knowing that they have a reliable partner in their journey towards better health.
Med Supply US
Introducing Soccer Max Pro, the all-in-one solution designed to enhance your soccer experience, whether you're a player, coach, or simply a dedicated fan. With its comprehensive features and user-friendly interface, Soccer Max Pro is set to revolutionize the way you interact with the beautiful website. Soccer Max Pro is a comprehensive online platform dedicated to soccer enthusiasts, offering a wide range of products and resources tailored to players, coaches, and fans alike. From top-quality soccer gear to educational resources, the platform aims to elevate the soccer experience for everyone involved in the game.
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Recruiting Simple: Streamlining Your Hiring Process In the fast-paced world of recruitment, finding the right talent efficiently is crucial for the success of any organization. That's where Recruiting Simple comes in – a cutting-edge platform designed to simplify and optimize your hiring process. Whether you're a small business or a large enterprise, our intuitive and user-friendly interface ensures that recruiting top talent is not only effective but also hassle-free.
Recruiting Animal
all approaches are fine as long as they maintain the isolation of the domain layer, allowing domain objects to be designed without simultaneously thinking about the user interface that might interact with them.
Evans Eric (Domain-Driven Design: Tackling Complexity in the Heart of Software)
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. It’s important to separate these two kinds of comments, so that users of an interface are not exposed to implementation details.
John Ousterhout (A Philosophy of Software Design)
Two years later, Facebook was storming college campuses with its clean design and niche targeting of students. Wang adopted both when he created Xiaonei (“On Campus”). The network was exclusive to Chinese college students, and the user interface was an exact copy of Mark Zuckerberg’s site. Wang meticulously recreated the home page, profiles, tool bars, and color schemes of the Palo Alto startup. Chinese media reported that the earliest version of Xiaonei even went so far as to put Facebook’s own tagline, “A Mark Zuckerberg Production,” at the bottom of each page.
Kai-Fu Lee (AI Superpowers: China, Silicon Valley, and the New World Order)
Good UI design is like a good joke, it shouldn’t need an explanation.
Rahul Raman (Pixel Land: A detailed guide on how to design a functional User Interface, even your grandma could use it!)
A UI designer's superpower is the ability to make a button look like it's been pressed without actually pressing it.
Rahul Raman (Pixel Land: A detailed guide on how to design a functional User Interface, even your grandma could use it!)
Art is like a mirror, but with better lighting and a filter.
Rahul Raman (Pixel Land: A detailed guide on how to design a functional User Interface, even your grandma could use it!)
A well-designed interface is like a good bartender, always there to serve you up something easy to use.
Rahul Raman (Pixel Land: A detailed guide on how to design a functional User Interface, even your grandma could use it!)
Design is like a love story, it's all about finding the perfect balance between form and function.
Rahul Raman (Pixel Land: A detailed guide on how to design a functional User Interface, even your grandma could use it!)
Great design is like a roaring Formula 1 engine that makes you feel excited whenever you hear it.
Rahul Raman (Pixel Land: A detailed guide on how to design a functional User Interface, even your grandma could use it!)
Exception masking doesn’t work in all situations, but it is a powerful tool in the situations where it works. It results in deeper classes, since it reduces the class’s interface (fewer exceptions for users to be aware of) and adds functionality in the form of the code that masks the exception.
John Ousterhout (A Philosophy of Software Design)
From designing meaningful interfaces, to processing your own UX research, information visualization is an indispensable tool in your UX design
Mads Soegaard (The Basics of User Experience Design: A UX Design Book by the Interaction Design Foundation)
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)
Each piece of design infrastructure added to a system, such as an interface, argument, function, class, or definition, adds complexity, since developers must learn about this element. In order for an element to provide a net gain against complexity, it must eliminate some complexity that would be present in the absence of the design element. Otherwise, you are better off implementing the system without that particular element. For example, a class can reduce complexity by encapsulating functionality so that users of the class needn’t be aware of it.
John Ousterhout (A Philosophy of Software Design)
In 1993, Marc Andreesen designed Mosaic, the first user-friendly interface for the internet (what became the Netscape browser). Before he did, there were twenty-six websites online.
Peter H. Diamandis (The Future Is Faster Than You Think: How Converging Technologies Are Transforming Business, Industries, and Our Lives (Exponential Technology Series))
Specific Architectural Topics Is the overall organization of the program clear, including a good architectural overview and justification? Are major building blocks well defined, including their areas of responsibility and their interfaces to other building blocks? Are all the functions listed in the requirements covered sensibly, by neither too many nor too few building blocks? Are the most critical classes described and justified? Is the data design described and justified? Is the database organization and content specified? Are all key business rules identified and their impact on the system described? Is a strategy for the user interface design described? Is the user interface modularized so that changes in it won’t affect the rest of the program? Is a strategy for handling I/O described and justified? Are resource-use estimates and a strategy for resource management described and justified for scarce resources like threads, database connections, handles, network bandwidth, and so on? Are the architecture’s security requirements described? Does the architecture set space and speed budgets for each class, subsystem, or functionality area? Does the architecture describe how scalability will be achieved? Does the architecture address interoperability? Is a strategy for internationalization/localization described? Is a coherent error-handling strategy provided? Is the approach to fault tolerance defined (if any is needed)? Has technical feasibility of all parts of the system been established? Is an approach to overengineering specified? Are necessary buy-vs.-build decisions included? Does the architecture describe how reused code will be made to conform to other architectural objectives? Is the architecture designed to accommodate likely changes? General Architectural Quality Does the architecture account for all the requirements? Is any part overarchitected or underarchitected? Are expectations in this area set out explicitly? Does the whole architecture hang together conceptually? Is the top-level design independent of the machine and language that will be used to implement it? Are the motivations for all major decisions provided? Are you, as a programmer who will implement the system, comfortable with the architecture?
Steve McConnell (Code Complete)
Digital technology often similarly constrains user choice. We often hear that design is a conversation with the user; in tech, the conversation is woefully one-sided. In the words of former Google design ethicist Tristan Harris, ‘whoever controls the menu controls the choices’. Short of learning a programming language, you can’t make a computer do anything its interface doesn’t allow. Design decisions, therefore, give technologies the power to enforce behaviour–and hence moral conduct–in the designer’s absence.
Cennydd Bowles (Future Ethics)
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The celibacy of the machine entails the celibacy of Telecomputer Man. Thanks to his computer or word processor, Telecomputer Man offers himself the spectacle of his own brain, his own intelligence, at work. Similarly, through his chat line or his Minitel, he can offer himself the spectacle of his own phantasies, of a strictly virtual pleasure. He exorcizes both intelligence and pleasure at the interface with the machine. The Other, the interlocutor, is never really involved: the screen works much like a mirror, for the screen itself as locus of the interface is the prime concern. An interactive screen transforms the process of relating into a process of commutation between One and the Same. The secret of the interface is that the Other here is virtually the Same: otherness is surreptitiously conjured away by the machine. The most probable scenario of communication here is that Minitel users gravitate from the screen to telephone conversations, thence to face-to-face meetings, and ... then what? Well, it's 'let's phone each other', and, finally, back to the Minitel - which is, after all, more erotic because it is at once both esoteric and transparent. This is communication in its purest form, for there is no intimacy here except with the screen, and with an electronic text that is no more than a design filigreed onto life. A new Plato's retreat whence to observe shadow-forms of bodily pleasure filing past. Why speak to one another, when it is so simple to communicate?
Jean Baudrillard (The Transparency of Evil: Essays in Extreme Phenomena)
Simplicity Make it easy for new engineers to understand the system, by removing as much complexity as possible from the system. (Note this is not the same as simplicity of the user interface.)
Martin Kleppmann (Designing Data-Intensive Applications: The Big Ideas Behind Reliable, Scalable, and Maintainable Systems)
However, there is a big difference between what a graphic designer does and what you do as a web designer and what a graphic designer or web designer does. Isabella Di Fabio Both web designers and graphic designers rely on creativity and artistic skill to create designs that customers like. A graphic designer must be able to demonstrate creative excellence with a passion for design. In both cases, both graphic and web design are intended to encourage consumers to make a purchase. However, in web design, consumers are not only viewers of the design, but also users. Another advantage of web design is that the graphic design does not react to the responsive interaction between user and design. With a responsive interface, a web designer will not touch the code in the same way as a graphic designer. Isabella Di Fabio As mentioned above, graphic designers are more involved in the design process than it seems. While most of us can create layouts and wireframes for our websites and we can also design the graphics, a web designer cannot rely on a graphic designer to create the graphics. Although graphic design has some merit for graphics, it is not as important as it may appear in web design.
Isabella Di Fabio
The answer is simple: 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)
How to Build a Mobile App with React Native With the continuous evolution of web applications, real-time apps, and hybrid apps, the companies want faster development and easy maintenance for their app. Due to high-end technologies, the React Native app development has earned its significance in bringing all of these together within the limited budget of the companies. Overview of React Native As the React Native is based on the React framework, it is good for React Native app development to follow the same. In addition to that, React Native has separate APIs for both the platforms, it allows development for both Android and iOS in the single app, and most importantly, it is free and open-source. Facebook’s React Native Developing apps that run on the different operating systems with one tool, especially mobile devices, would be a great advantage to the developers. Therefore, the React Native development by Facebook is one of the best ways to build apps that are scalable and flexible. The Android App Development with React Native With the number of active Android users, it has created more value to the companies in developing the apps for android mobile devices. Working with React Native In React Native, the developers have a lot of responsibilities. They do not need to write the code manually, as React Native automatically generates the code for the mobile app development. This is the reason why the developers need to focus more on the UX of the app. There are several UX aspects that are required for a development, such as the native code, the visual aesthetics, the technical and back-end aspects. All these aspects would be added together to design the user interface. This is why the React Native app development becomes quite important. The creation of the native code, design, and other technical aspects make React Native a valuable tool for developers and non-developers. Benefits of React Native React Native helps in building a complete native mobile app without any coding skills. The beautiful library creates responsive and interactive web apps from all the simple mobile web components and thus increases the creation of high-quality applications. React Native is a part of web development in its new form with its development of new concepts in application. It uses the native functionality of an operating system so that all of the advanced concepts of web development can be applied to mobile apps. This makes React Native a preferred platform for apps which are made specifically for Android and iOS. With React Native, the companies can develop a beautiful and efficient app in less time without having to spend too much time. Conclusion As stated in the above results of mobile app development, the UI remains the most important part of a mobile app. All developers are in love with different UI frameworks and libraries. As for this topic, given below are some of the great reasons to select React Native as a UI framework: It’s the only full-stack UI framework from Facebook. More than 20 frameworks have appeared, and React Native is the only one that was born out of Facebook. Features like rendering into the DOM, XHR, Native Embedding, data persistence, offline support and more. Although React Native is more than capable of tackling many challenges, it still falls short of some modern technologies like HOCs and Server-side Rendering (SSR).
Peter Lee (Nuneaton (Images of England))
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Rand Millen
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)
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))
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)
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