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The systematic looting of language can be recognized by the tendency of its users to forgo its nuanced, complex, mid-wifery properties for menace and subjugation. Oppressive language does more than represent violence; it is violence; does more than represent the limits of knowledge; it limits knowledge. Whether it is obscuring state language or the faux-language of mindless media; whether it is the proud but calcified language of the academy or the commodity driven language of science; whether it is the malign language of law-without-ethics, or language designed for the estrangement of minorities, hiding its racist plunder in its literary cheek - it must be rejected, altered and exposed. It is the language that drinks blood, laps vulnerabilities, tucks its fascist boots under crinolines of respectability and patriotism as it moves relentlessly toward the bottom line and the bottomed-out mind. Sexist language, racist language, theistic language - all are typical of the policing languages of mastery, and cannot, do not permit new knowledge or encourage the mutual exchange of ideas.
- Toni Morrison, Nobel Lecture, 1993
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Toni Morrison (The Nobel Lecture In Literature, 1993)
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The more successfully a city mingles everyday diversity of uses and users in its everyday streets, the more successfully, casually (and economically) its people thereby enliven and support well-located parks that can thus give back grace and delight to their neighborhoods instead of vacuity.
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Jane Jacobs (The Death and Life of Great American Cities)
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Intuitive design is how we give the user new superpowers.
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Jared Spool (Web Site Usability: A Designer's Guide (Interactive Technologies))
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Pay closer attention to it's ears, the reason it's named the Rabbit. Is it just me, or do those ears also look like someone making a rude V-Sign hand gesture?
Oh, I get it now. Yes, very funny! Those bunny ears are meant to stimulate the clitoris, right? And of course, statistics and studies in bullshit magazines claim that 1 in every 2 men can't find the clitoris, right? Meaning what I think it means and that the sexist female who obviously designed this device is basically sticking two fingers up at crappy men, because her world famous toy can find the users clitoris quicker
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Jimmy Tudeski (Comedian Gone Wrong)
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Designers love subtle cues, because subtlety is one of the traits of sophisticated design. But Web users are
generally in such a hurry that they routinely miss subtle cues.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
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A city street equipped to handle strangers, and to make a safety asset, in itself, our of the presence of strangers, as the streets of successful city neighborhoods always do, must have three main qualities:
First, there must be a clear demarcation between what is public space and what is private space. Public and private spaces cannot ooze into each other as they do typically in suburban settings or in projects.
Second, there must be eyes upon the street, eyes belonging to those we might call the natural proprietors of the street. The buildings on a street equipped to handle strangers and to insure the safety of both residents and strangers, must be oriented to the street. They cannot turn their backs or blank sides on it and leave it blind.
And third, the sidewalk must have users on it fairly continuously, both to add to the number of effective eyes on the street and to induce the people in buildings along the street to watch the sidewalks in sufficient numbers. Nobody enjoys sitting on a stoop or looking out a window at an empty street. Almost nobody does such a thing. Large numbers of people entertain themselves, off and on, by watching street activity.
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Jane Jacobs (The Death and Life of Great American Cities)
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From this, one can make a deduction which is quite certainly the ultimate truth of jigsaw puzzles: despite appearances, puzzling is not a solitary game: every move the puzzler makes, the puzzlemaker has made before; every piece the puzzler picks up, and picks up again, and studies and strokes, every combination he tries, and tries a second time, every blunder and every insight, each hope and each discouragement have all been designed, calculated, and decided by the other.
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Georges Perec (Life: A User's Manual)
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If you want a great site, you’ve got to test. After you’ve worked on a site for even a few weeks, you can’t see it freshly anymore. You know too much. The only way to find out if it really works is to test it.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
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The heart of software is its ability to solve domain-related problems for its user.
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Eric Evans (Domain-Driven Design: Tackling Complexity in the Heart of Software)
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Don’t start any sentence with “From a design perspective...” because that’s usually just another way of saying “from my perspective.” Remember, we don’t care about your perspective; we care about the user’s perspective.
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Tom Greever (Articulating Design Decisions: Communicate with Stakeholders, Keep Your Sanity, and Deliver the Best User Experience)
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We aren’t doing user experience design if we haven’t actually seen a user experience it.
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Tom Greever (Articulating Design Decisions: Communicate with Stakeholders, Keep Your Sanity, and Deliver the Best User Experience)
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If you think user research is expensive, you should look at the cost of building the wrong thing.
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Mario Maruffi
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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.
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Walter Isaacson (Steve Jobs)
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The problem is there are no simple “right” answers for most Web design questions (at least not for the important ones). What works is good, integrated design that fills a need—carefully thought out, well executed, and tested.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
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User interface is the process of shifting from chaotic complexity to elegant simplicity.
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Akshat Paul (React Native for iOS Development)
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Only two industries refer to their customers as 'users': computer design and drug dealing
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Edward R. Tufte
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That’s where we find ourselves today. In a meeting with people who have no idea how to do our jobs, yet consistently find it their place to tell us how to do it. It’s enough to drive any designer insane.
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Tom Greever (Articulating Design Decisions: Communicate with Stakeholders, Keep Your Sanity, and Deliver the Best User Experience)
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One of the talents of the [late] great Steve Jobs is that he [knew] how to design Medusa-like products. While every Macintosh model has had flaws (some more than others), most of them have has a sexiness and a design sensibility that has turned many consumers into instant converts. Macintosh owners upgrade far more often than most computer users for precisely this reason.” (p.98)
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Seth Godin (Unleashing the Ideavirus: Stop Marketing AT People! Turn Your Ideas into Epidemics by Helping Your Customers Do the Marketing thing for You.)
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Sketches are social things. They are lonely outside the company of other sketches and related reference material. They are lonely if they are discarded as soon as they are done. And they definitely are happiest when everyone in the studio working on the project has spent time with them.
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Bill Buxton (Sketching User Experiences: Getting the Design Right and the Right Design)
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It motivates us to care so much about the challenges of another person that we’re driven to action. Empathy is the ultimate form of understanding.
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Tom Greever (Articulating Design Decisions: Communicate with Stakeholders, Keep Your Sanity, and Deliver the Best User Experience)
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Each design is a proposed business solution — a hypothesis. Your goal is to validate the proposed solution as efficiently as possible by using customer feedback.
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Jeff Gothelf (Lean UX: Applying Lean Principles to Improve User Experience)
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designers come up with definitions that sound like something straight out of a Jonathan Ive memoir. I
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Tom Greever (Articulating Design Decisions: Communicate with Stakeholders, Keep Your Sanity, and Deliver the Best User Experience)
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The user experience design of a product essentially lies between the intentions of the product and the characteristics of your user.
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David Kadavy (Design for Hackers: Reverse Engineering Beauty)
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Immature product teams make the same mistake: They want users to understand their products but refuse to understand their users.
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Mario Maruffi
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Users will never forget how your product or service made them feel.
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Mario Maruffi
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Art is self-centered
Design is user-centered
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Mario Maruffi
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The universe seems to be a lot like a car or a computer, in that it's designed to be user-friendly, which doesn't necessarily require the user to have a clue what's going on under the hood.
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Michelle Templet
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The noted Yale computer science professor Edward Tufte once observed that there are only two industries that refer to their customers as users: computer designers and drug dealers. Importantly, you are equally as likely to recover damages from either of them for the harms their products cause.
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Marc Goodman (Future Crimes)
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Whether we’re communicating with a human or a machine, the goal is to create a shared understanding of the world. That’s the point behind both the rules governing polite conversation and how a user-friendly machine should work.
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Cliff Kuang (User Friendly: How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play)
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Golden Krishna, an expert in user experience who currently works on design strategy at Google, astutely pointed out during one of our conversations that the only people who refer to their customers as “users” are drug dealers—and technologists.
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Manoush Zomorodi (Bored and Brilliant: How Spacing Out Can Unlock Your Most Productive & Creative Self)
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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.
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Yu-kai Chou (Actionable Gamification: Beyond Points, Badges, and Leaderboards)
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Good design keeps the user happy, the manufacturer in the black and the aesthete unoffended.
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Raymond Loewy
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Design by community is not design by committee…design is never democratic.”[
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Jeff Patton (User Story Mapping: Discover the Whole Story, Build the Right Product)
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Good design makes people feel good.
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Mario Maruffi
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In the user problem
lies design opportunity
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Mario Maruffi
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The most important problems to solve were those that weren’t being expressed. The most important questions to ask were those that people never thought to ask themselves.
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Cliff Kuang (User Friendly: How the Hidden Rules of Design are Changing the Way We Live, Work & Play)
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You have to know why people behave as they do—and design around their foibles and limitations, rather than some ideal.
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Cliff Kuang (User Friendly: How the Hidden Rules of Design are Changing the Way We Live, Work & Play)
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Design is the silent salesman-Henry Dreyfuss
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Cliff Kuang (User Friendly: How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play)
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Many people make their way to user experience by crossing over from an adjacent field. These crossovers are the people who are carrying UX forward, taking it to new levels and new organizations.
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Leah Buley (The User Experience Team of One: A Research and Design Survival Guide)
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The Hook Model is designed to connect the user’s problem with the designer’s solution frequently enough to form a habit. It is a framework for building products that solve user needs through long-term engagement.
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Nir Eyal (Hooked: How to Build Habit-Forming Products)
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Hidden in the physical work space, in the user's words, and in the tools they use are the beautiful gems of knowledge that can create revolutionary, breakthrough products or simply fix existing, broken products. People do strange things - unexpected things - and being there to witness and record these minute and quick moments of humanity is simply invaluable
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Jon Kolko (Thoughts on Interaction Design)
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The more you watch users carefully and listen to them articulate their intentions, motivations, and thought processes, the more you realize that their individual reactions to Web pages are based on so many variables that attempts to describe users in terms of one-dimensional likes and dislikes are futile and counter-productive. Good design, on the other hand, takes this complexity into account.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
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the only way to determine the timetable for a project is by gaining experience on that same project. This needn't be a paradox if you practice incremental development, repeating the following steps. Check requirements Analyze risk Design, implement, integrate Validate with the users
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Andrew Hunt (The Pragmatic Programmer)
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When your number one job is serving the needs of users, and some external force tries to divert your efforts to some other goal, your number one job now changes to removing that external force. It doesn’t matter if that external force has more economic or political power than you do. Your job is clear.
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Alan Cooper
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When it first emerged, Twitter was widely derided as a frivolous distraction that was mostly good for telling your friends what you had for breakfast. Now it is being used to organize and share news about the Iranian political protests, to provide customer support for large corporations, to share interesting news items, and a thousand other applications that did not occur to the founders when they dreamed up the service in 2006. This is not just a case of cultural exaptation: people finding a new use for a tool designed to do something else. In Twitter's case, the users have been redesigning the tool itself. The convention of replying to another user with the @ symbol was spontaneously invented by the Twitter user base. Early Twitter users ported over a convention from the IRC messaging platform and began grouping a topic or event by the "hash-tag" as in "#30Rock" or "inauguration." The ability to search a live stream of tweets - which is likely to prove crucial to Twitter's ultimate business model, thanks to its advertising potential - was developed by another start-up altogether. Thanks to these innovations, following a live feed of tweets about an event - political debates or Lost episodes - has become a central part of the Twitter experience. But for the first year of Twitter's existence, that mode of interaction would have been technically impossible using Twitter. It's like inventing a toaster oven and then looking around a year later and discovering that all your customers have, on their own, figured out a way to turn it into a microwave.
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Steven Johnson (Where Good Ideas Come From: The Natural History of Innovation)
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This was not to be the only time Apple completely forgot about at least 50% of their users. When Apple launched their AI, Siri, she (ironically) could find prostitutes and Viagra suppliers, but not abortion providers. Siri could help you if you’d had a heart attack, but if you told her you’d been raped, she replied ‘I don’t know what you mean by ‘I was raped.’ These are basic errors that surely would have been caught by a team with enough women on it – that is, by a team without a gender data gap.
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Caroline Criado Pérez (Invisible Women: Data Bias in a World Designed for Men)
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In the last few years, making things more usable has become almost everybody’s responsibility. Visual designers and developers now often find themselves doing things like interaction design (deciding what happens next when the user clicks, taps, or swipes) and information architecture (figuring out how everything should be organized). I
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
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Grace Slaughter - the surname of her fifth husband, a manufacturer of pharmaceutical toners and "prophylactic" products, recently deceased due to a ruptured peritoneum - was sharply chauvinistic and would allow no more than two exceptions to her all-American views, exceptions with which her first spouse, Astolphe de Guéménolé-Longtgermain, no doubt had something to do: cooking had to be done by French nationals of male gender, laundry and ironing by British subjects of female gender (and absolutely not by Chinese). That allowed Henri Fresnel to be hired without having to hide his original citizenship, which is what had to be done by the director (Hungarian), the set designer (Russian), the choreographer (Lithuanian), the dancers (Italian, Greek, Egyptian), the scriptwriter (English), the librettist (Austrian), and the composer, a Finn of Bulgarian descent with a large dash of Romanian.
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Georges Perec (Life: A User's Manual)
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In most cases, having and using a fantastic machine learning algorithm is less important than deploying a well-designed user experience (UX) for your products.
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Mariya Yao (Applied Artificial Intelligence: An Introduction For Business Leaders)
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The real interaction designer's decisions are based on what the user is trying to achieve.
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Alan Cooper (The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity)
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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.
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Neal Stephenson (Seveneves)
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To deliver both power and pleasure to users, interaction designers think first conceptually, then in terms of behavior, and last in terms of interface.
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Alan Cooper (The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity)
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Design only what you need. Deliver it quickly. Create enough customer contact to get meaningful feedback fast.
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Jeff Gothelf (Lean UX: Applying Lean Principles to Improve User Experience)
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I think it's more accurate to think of aesthetics as a key ingredient in a recipe, as opposed to the icing on the cake.
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Stephen P. Anderson (Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences)
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Product requirements conversations must then be grounded in business outcomes: what are we trying to achieve by building this product? This rule holds true for design decisions as well. Success criteria must be redefined and roadmaps must be done away with. In their place, teams build backlogs of hypotheses they’d like to test and prioritize them based on risk, feasibility, and potential success.
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Jeff Gothelf (Lean UX: Applying Lean Principles to Improve User Experience)
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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.
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Jaron Lanier (You Are Not a Gadget)
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You can blame the "stupid user" all you want, but you still have to staff those phones with expensive tech-support people if you want to sell or distribute within your company software that hasn't been designed.
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Alan Cooper (The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity)
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I write a bunch of form labels on the whiteboard, in a nonsensical order, along with a bunch of randomly sized input boxes. I include first name, last name, address, gender, city, state, email address, etc. Then I tell the interviewee that we’re designing a form to sign up for an email newsletter and to arrange them in the right order. Only people who ask me why I need the users’ gender, or physical address, or really, anything but their email address get a second interview. I won’t hire a designer who doesn’t ask why, and I won’t hire a designer whose desire to arrange boxes is more important than their desire to protect users’ data.
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Mike Monteiro (Ruined by Design: How Designers Destroyed the World, and What We Can Do to Fix It)
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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.
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Everett N. McKay (UI is Communication: How to Design Intuitive, User Centered Interfaces by Focusing on Effective Communication)
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To get just an inkling of the fire we're playing with, consider how content-selection algorithms function on social media. They aren't particularly intelligent, but they are in a position to affect the entire world because they directly influence billions of people. Typically, such algorithms are designed to maximize click-through, that is, the probability that the user clicks on presented items. The solution is simply to present items that the user likes to click on, right? Wrong. The solution is to change the user's preferences so that they become more predictable. A more predictable user can be fed items that they are likely to click on, thereby generating more revenue. People with more extreme political views tend to be more predictable in which items they will click on. (Possibly there is a category of articles that die-hard centrists are likely to click on, but it’s not easy to imagine what this category consists of.) Like any rational entity, the algorithm learns how to modify its environment —in this case, the user’s mind—in order to maximize its own reward.
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Stuart Russell (Human Compatible: Artificial Intelligence and the Problem of Control)
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When you decide to put your business online it is a little bet tricky step for novice computer users because they want to keep data safe & secure.
This problem developed from companies which did not take security seriously
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Mohamed Saad
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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.
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Joel Spolsky (User Interface Design for Programmers)
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On the contrary, I’m too weak for it. I mean, everyone is, but I am especially susceptible to its false rewards, you know? It’s designed to addict you, to prey on your insecurities and use them to make you stay. It exploits everybody’s loneliness and promises us community, approval, friendship. Honestly, in that sense, social media is a lot like the Church of Scientology. Or QAnon. Or Charles Manson. And then on top of that—weaponizing a person’s isolation—it convinces every user that she is a minor celebrity, forcing her to curate some sparkly and artificial sampling of her best experiences, demanding a nonstop social performance that has little in common with her inner life, intensifying her narcissism, multiplying her anxieties, narrowing her worldview. All while commodifying her, harvesting her data, and selling it to nefarious corporations so that they can peddle more shit that promises to make her prettier, smarter, more productive, more successful, more beloved. And throughout all this, you have to act stupefied by your own good luck. Everybody’s like, Words cannot express how fortunate I feel to have met this amazing group of people, blah blah blah. It makes me sick. Everybody influencing, everybody under the influence, everybody staring at their own godforsaken profile, searching for proof that they’re lovable. And then, once you’re nice and distracted by the hard work of tallying up your failures and comparing them to other people’s triumphs, that’s when the algorithmic predators of late capitalism can pounce, enticing you to partake in consumeristic, financially irresponsible forms of so-called self-care, which is really just advanced selfishness. Facials! Pedicures! Smoothie packs delivered to your door! And like, this is just the surface stuff. The stuff that oxidizes you, personally. But a thousand little obliterations add up, you know? The macro damage that results is even scarier. The hacking, the politically nefarious robots, opinion echo chambers, fearmongering, erosion of truth, etcetera, etcetera. And don’t get me started on the destruction of public discourse. I mean, that’s just my view. Obviously to each her own. But personally, I don’t need it. Any of it.” Blandine cracks her neck. “I’m corrupt enough.
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Tess Gunty (The Rabbit Hutch)
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advanced socialbot software, a program to create and operate fake profiles that looked and acted like real people on Circles. Socialbots were designed to befriend real Circles users and dupe them into divulging their sensitive personal and financial information.
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Scott Allan Morrison (Terms of Use)
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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.
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Everett N. McKay (UI is Communication: How to Design Intuitive, User Centered Interfaces by Focusing on Effective Communication)
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Software development is the process of creating a computer software.
It includes preparing a design, coding the program, and fixing the
bugs. The final goal of software development is to translate user
needs to software product, while continuously improving the team
and the process.
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Paulo Caroli
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Perhaps you’re reading this book with your phone by your side, checking your email whenever your attention drifts, tapping text messages to a friend. You sit at the end of a long line of inventions that might never have existed but for people with disabilities: the keyboard on your phone, the telecommunications lines it connects with, the inner workings of email. In 1808, Pellegrino Turri built the first typewriter so that his blind lover, Countess Carolina Fantoni da Fivizzano, could write letters more legibly. In 1872, Alexander Graham Bell invented the telephone to support his work helping the deaf. And in 1972, Vint Cerf programmed the first email protocols for the nascent internet. He believed fervently in the power of electronic letters, because electronic messaging was the best way to communicate with his wife, who was deaf, while he was at work.
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Cliff Kuang (User Friendly: How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play)
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Despite what academics, NGOs and expatriate technicians seem to think, the problem is not the women. It is the stoves: developers have consistently prioritised technical parameters such as fuel efficiency over the needs of the stove user, frequently leading users to reject them, explains Crewe. 49 And although the low adoption rate is a problem going back decades, development agencies have yet to crack the problem, 50 for the very simple reason that they still haven’t got the hang of consulting women and then designing a product rather than enforcing a centralised design on them from above.
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Caroline Criado Pérez (Invisible Women: Data Bias in a World Designed for Men)
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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.
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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
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Joel Spolsky (User Interface Design for Programmers)
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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.
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Jon Yablonski (Laws of UX: Using Psychology to Design Better Products & Services)
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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.
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Jeff Johnson (GUI Bloopers 2.0: Common User Interface Design Don'ts and DOS)
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a new breed of designers is developing brand-new techniques under the banner of Lean User Experience (Lean UX). They recognize that the customer archetype is a hypothesis, not a fact. The customer profile should be considered provisional until the strategy has shown via validated learning that we can serve this type of customer in a sustainable way.
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Eric Ries (The Lean Startup: How Today's Entrepreneurs Use Continuous Innovation to Create Radically Successful Businesses)
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Modernism was based on a kind of arrogance ... and led designers to believe that if they thought of something cool, it must be considered universally cool. That is, if something's worth doing, it's worth driving into the ground to the exclusion of all other approaches. Look at the use of parentheses in Lisp or the use of white space as syntax in Python. Or the mandatory use of objects in many languages, including Java. All of these are ways of taking freedom away from the end user "for their own good". They're just versions of Orwell's Newspeak, in which it's impossible to think bad thoughts. We escaped from the fashion police in the 1970s, but many programmers are still slaves of the cyber police.
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Larry Wall
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This is an age-old fantasy. I remember reading a quote from the apologist Edward John Carnell in Ian Murray’s biography of the Welsh preacher David Martyn Lloyd-Jones. During the formative years of Fuller Theological Seminary, Carnell said regarding evangelicalism, “We need prestige desperately.” Christians have worked hard to position themselves in places of power within the culture. They seek influence academically, politically, economically, athletically, socially, theatrically, religiously, and every other way, in hopes of gaining mass media exposure. But then when they get that exposure—sometimes through mass media, sometimes in a very broad-minded church environment—they present a reinvented designer pop gospel that subtly removes all of the offense of the gospel and beckons people into the kingdom along an easy path. They do away with all that hard-to-believe stuff about self-sacrifice, hating your family, and so forth. The illusion is that we can preach our message more effectively from lofty perches of cultural power and influence, and once we’ve got everybody’s attention, we can lead more people to Christ by taking out the sting of the gospel and nurturing a user-friendly message. But to get to these lofty perches, “Christian” public figures water down and compromise the truth; then, to stay up there, they cave in to pressure to perpetuate false teaching so their audience will stay loyal.
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John F. MacArthur Jr. (Hard to Believe: The High Cost and Infinite Value of Following Jesus)
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one featured on its first brochure: “Simplicity is the ultimate sophistication.” Jobs felt that design simplicity should be linked to making products easy to use. Those goals do not always go together. Sometimes a design can be so sleek and simple that a user finds it intimidating or unfriendly to navigate. “The main thing in our design is that we have to
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Walter Isaacson (Steve Jobs)
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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.
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John Ousterhout (A Philosophy of Software Design)
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Complexity can be tamed, but it requires considerable effort to do it well. Decreasing the number of buttons and displays is not the solution. The solution is to understand the total system, to design it in a way that allows all the pieces fit nicely together, so that initial learning as well as usage are both optimal. Years ago, Larry Tesler, then a vice president of Apple, argued that the total complexity of a system is a constant: as you make the person's interaction simpler, the hidden complexity behind the scenes increases. Make one part of the system simpler, said Tesler, and the rest of the system gets more complex. This principle is known today as "Tesler's law of the conservation of complexity." Tesler described it as a tradeoff: making things easier for the user means making it more difficult for the designer or engineer.
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Donald A. Norman (Living with Complexity)
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But what’s troubling about this shift toward personalization is that it’s largely invisible to users and, as a result, out of our control. We are not even aware that we’re seeing increasingly divergent images of the Internet. The Internet may know who we are, but we don’t know who it thinks we are or how it’s using that information. Technology designed to give us more control over our lives is actually taking control away.
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Eli Pariser (The Filter Bubble)
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When it comes to design, notes are critical because opinions and ideas about the right decision will change over time. If you don’t have notes, you don’t have a paper trail to understand what logic went into the original decisions. You only have “he said, she said” and a bunch of rehashed conversations. When design decisions are made verbally in a meeting, it can be nearly impossible to remember later why decisions were made.
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Tom Greever (Articulating Design Decisions: Communicate with Stakeholders, Keep Your Sanity, and Deliver the Best User Experience)
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5 principles of service design thinking MARC STICKDORN 1. User-centred Services should be experienced through the customer’s eyes. 2. Co-creative All stakeholders should be included in the service design process. 3. Sequencing The service should be visualised as a sequence of interrelated actions. 4. Evidencing Intangible services should be visualised in terms of physical artefacts. 5. Holistic The entire environment of a service should be considered. A
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Marc Stickdorn (This is Service Design Thinking: Basics - Tools - Cases)
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Program maintenance involves no cleaning, lubrication, or repair of deterioration. It consists chiefly of changes that repair design defects. Much more often than with hardware, these changes include added functions. Usually they are visible to the user. The total cost of maintaining a widely used program is typically 40 percent or more of the cost of developing it. Surprisingly, this cost is strongly affected by the number of users. More users find more bugs.
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Frederick P. Brooks Jr. (The Mythical Man-Month: Essays on Software Engineering)
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What its withered technology lacked, the Game Boy made up in user experience. It was cheap. It could fit in a large pocket. It was all but indestructible. If a drop cracked the screen—and it had to be a horrific drop—it kept on ticking. If it were left in a backpack that went in the washing machine, once it dried out it was ready to roll a few days later. Unlike its power-guzzling color competitors, it played for days (or weeks) on AA batteries. Old hardware was extremely familiar to developers inside and outside Nintendo, and with their creativity and speed unencumbered by learning new technology, they pumped out games as if they were early ancestors of iPhone app designers—Tetris, Super Mario Land, The Final Fantasy Legend, and a slew of sports games released in the first year were all smash hits. With simple technology, Yokoi’s team sidestepped the hardware arms race and drew the game programming community onto its team.
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David Epstein (Range: Why Generalists Triumph in a Specialized World)
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humans find the sweet spot sandwiched between “too easy” and “too difficult” irresistible. It’s the land of just-challenging-enough computer games, financial targets, work ambitions, social media objectives, and fitness goals. Addictive experiences live in this sweet spot, where stopping rules crumble before obsessive goal-setting. Tech mavens, game developers, and product designers tweak their wares to ensure their complexity escalates as users gain insight and competence.
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Adam Alter (Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked)
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So go through each of your designs, look at the agenda for the meeting, and decide the best flow for presenting your ideas. In the same way that we create a flow for our users through the application, we also want to curate the flow of our design discussion. Now match up those needs with the people in the room. For each person, ask yourself: • What do they care about the most? • What are their personal goals for this design? • What do I already know they want or don’t want?
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Tom Greever (Articulating Design Decisions: Communicate with Stakeholders, Keep Your Sanity, and Deliver the Best User Experience)
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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,
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Walter Isaacson (Steve Jobs)
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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.
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Jeff Johnson (GUI Bloopers 2.0: Common User Interface Design Don'ts and DOS)
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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.
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Joel Spolsky (User Interface Design for Programmers)
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Code should be obvious: When someone needs to make a change, they should be able to find the code to be changed easily and to make the change quickly without introducing any errors. A healthy code base maximizes our productivity, allowing us to build more features for our users both faster and more cheaply. To keep code healthy, pay attention to what is getting between the programming team and that ideal, then refactor to get closer to the ideal. But the most important thing to learn from this example is the rhythm of refactoring. Whenever I’ve shown people how I refactor, they are surprised by how small my steps are, each step leaving the code in a working state that compiles and passes its tests. I was just as surprised myself when Kent Beck showed me how to do this in a hotel room in Detroit two decades ago. The key to effective refactoring is recognizing that you go faster when you take tiny steps, the code is never broken, and you can compose those small steps into substantial changes. Remember that—and the rest is silence.
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Martin Fowler (Refactoring: Improving the Design of Existing Code (Addison-Wesley Signature Series (Fowler)))
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A choice architect has the responsibility for organizing the context in which people make decisions. [T]here are many parallels between choice architecture and more traditional forms of architecture. A crucial parallel is that there is no such thing as a “neutral” design. [A]s good architects know, seemingly arbitrary decisions, such as where to locate the bathrooms, will have subtle influences on how the people who use the building interact. [S]mall and apparently insignificant details can have major impacts on people’s behavior. [I]n many cases, the power of these small details comes from focusing the attention of users in a particular direction. Good architects realize that although they can’t build the perfect building, they can make some design choices that will have beneficial effects. And just as a building architect must eventually build some particular building, a choice architect must [for example] choose a particular arrangement of food options at lunch, and by so doing she can influence what people eat. She can nudge.
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Richard H. Thaler, Cass R. Sunstein
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UX strategy is the process that should be started first, before the design or development of a digital product begins. It’s the vision of a solution that needs to be validated with real potential customers to prove that it’s desired in the marketplace. Although UX design encompasses numerous details such as visual design, content messaging, and how easy it is for a user to accomplish a task, UX strategy is the “Big Picture.” It is the high-level plan to achieve one or more business goals under conditions of uncertainty.
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Jaime Levy (UX Strategy: How to Devise Innovative Digital Products that People Want)
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More often than not, what people put up online using social media is widely accessible because most systems are designed such that sharing with broader or more public audiences is the default. Many popular systems require users to take active steps to limit the visibility of any particular piece of shared content. This is quite different from physical spaces, where people must make a concerted effort to make content visible to sizable audiences.8 In networked publics, interactions are often public by default, private through effort.
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Danah Boyd (It's Complicated: The Social Lives of Networked Teens)
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Lurking behind this connecting silence is a brooding suspicion over the extent to which the perceptual user-preferences of the human animal limit and distort its experience of reality, and the consequently unreliable nature of much of its thought. Poetry is the means by which we correct the main tool of that thought, language, for its anthropic distortions: it is language's self-corrective function, and everywhere challenges our Adamite inheritance - the catastrophic, fragmenting design of our conceptualizing machinery - through the insistence on a counterbalancing project, that of lyric unity.
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Don Paterson
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The age-old trick of transfer pricing
Taking advantage of the fact that they operate in countries with different tax rates, TNCs [transnational corporations] have their subsidiaries over-charge or under-charge each other – sometimes grossly – so that profits are highest in those subsidiaries operating in countries with the lowest corporate tax rates. In this way, their global post-tax profit is maximized.
A 2005 report by Christian Aid, the development charity, documents cases of under-priced exports like TV antennas from China at $0.40 apiece, rocket launchers from Bolivia at $40 and US bulldozers at $528 and over-priced imports such as German hacksaw blades at $5,485 each, Japanese tweezers at $4,896 and French wrenches at $1,089. The Starbucks and Google cases were different from those examples only in that they mainly involved ‘intangible assets’, such as brand licensing fees, patent royalties, interest charges on loans and in-house consultancy (e.g., coffee quality testing, store design), but the principle involved was the same.
When TNCs evade taxes through transfer pricing, they use but do not pay for the collective productive inputs financed by tax revenue, such as infrastructure, education and R&D. This means that the host economy is effectively subsidizing TNCs.
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Ha-Joon Chang (Economics: The User's Guide)
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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)
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Jeff Johnson (GUI Bloopers 2.0: Common User Interface Design Don'ts and DOS)
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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.
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Walter Isaacson (Steve Jobs)
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Quotegrams—with their comely fonts and generic syntax—serve as a form of loaded language themselves, designed to yank on users’ heartstrings, to get them to like and repost without much thought. It’s what allowed one clever troll in 2013 to get away with Photoshopping Hitler quotes over images of Taylor Swift—obscure ones pulled from Mein Kampf (“The only preventable measure one can take is to live irregularly,” “Do not compare yourself to others. If you do so, you are insulting yourself”). The memer uploaded his creations to Pinterest and watched smugly as fans reposted them all over the web. The point was to prove the extreme devotion of impressionable young Swifties, and their eagerness to instantly and unquestioningly share all things Tay.
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Amanda Montell (Cultish: The Language of Fanaticism)
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As entrepreneurs, product managers, developers, and designers, we love to spend our time coming up with cool new feature ideas and designing great user experiences. However, those items sit at the top two levels of the pyramid of user needs. First and foremost, the product needs to be available when the user wants to use it. After that, the product's response time needs to be fast enough to be deemed adequate. The next tier pertains to the product's quality: Does it work as it is supposed to? We then arrive at the feature set tier, which deals with functionality. At the top, we have user experience (UX) design, which governs how easy—and hopefully how enjoyable—your product is to use. As with Maslow's hierarchy, lower-level needs have to be met before higher-level needs matter.
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Dan Olsen (The Lean Product Playbook: How to Innovate with Minimum Viable Products and Rapid Customer Feedback)
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Artists and designers have a largely shared skill set and knowledge base but the work they create, however indistinguishable in terms of technique, subject matter and visual language, is made for entirely different reasons. Attempts to define or make clear distinctions between art and design are always contestable, but at the beginning of a diagnostic process it is useful to identify a simple delineation between the two:
Art
An artist's practice generally emerges from their own individual concerns explored over varying durations in the studio. The work is then usually presented to a knowing public either in galleries or in designated public spaces.
Design
Design is largely initiated externally from the needs or desires of a client or external body. The functionality of the designed solution is as important as its desirability, craft and aesthetics.
Design is in the public domain and, as such, its messages, meanings and functions are inextricably linked to the political, social and economic concerns of its audience/ user and its context.
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Lucy Alexander (The Central Saint Martins Guide to Art & Design: Key lessons from the word-renowned Foundation course)
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As good architects know, seemingly arbitrary decisions, such as where to locate the bathrooms, will have subtle influences on how the people who use the building interact. Every trip to the bathroom creates an opportunity to run into colleagues, for better or for worse. A good building is not merely attractive, it also works. As we shall see, small and apparently insignificant details can have major impacts on people's behaviour. A good rule of thumb is to assume that everything matters. In many cases, the power of these small details come from focusing the attention of users in a particular direction.
A wonderful example of this principle comes from, of all places, the men's rooms at Schiphol airport in Amsterdam. There, the authorities etched the image of a black housefly into each urinal. It seems that men usually do not pay much attention to where they aim, which can create a bit of a mess. But if they see a target, attention, and therefore accuracy, are much increased. According to the man who came up with the idea, it works wonders... Etchings reduced spillage by 80%.
The insight that everything matters can be both paralysing and empowering.
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Richard H. Thaler (Nudge: Improving Decisions About Health, Wealth, and Happiness)