Only drug dealers and software companies call their customers 'users'
Graphical excellence is that which gives to the viewer the greatest number of ideas in the shortest time with the least ink in the smallest space.
The essential test of design is how well it assists the understanding of the content, not how stylish it is.
Confusion and clutter are failures of design, not attributes of information. And so the point is to find design strategies that reveal detail and complexity - rather than to fault the data for an excess of complication. Or, worse, to fault viewers for a lack of understanding.
Good design is a lot like clear thinking made visual.
If you’re told what to look for, you can’t see anything else.
What is to be sought in designs for the display of information is the clear portrayal of complexity. Not the complication of the simple; rather the task of the designer is to give visual access to the subtle and the difficult - that is, revelation of the complex.
Design cannot rescue failed content.
In general, I think audiences are a lot smarter than people think. So, it's not "know your audience", it's "respect your audience, and really know your content".
Good design is clear thinking made visible, bad design is stupidity made visible
Design isn't crafting a beautiful, textured button with breathtaking animation. It's figuring out if there's a way to get rid of the button altogether.
If the statistics are boring, you've got the wrong numbers.
If your words or images are not on point, making them dance in color won't make them relevant.
Simple design, intense content.
It is not how much empty space there is, but rather how it is used. It is not how much information there is, but rather how effectively it is arranged.
The world is complex, dynamic, multidimensiona l;
the paper is static, flat. How are we to represent
the rich visual world of experience and
measurement on mere flatland?
An open mind but not an empty head.
Clutter and confusion are failures of design, not attributes of information.
There are only two industries that refer to their customers as 'users'.
Above all else show the data.
Make all visual distinctions as subtle as possible, but still clear and effective.
The commonality between science and art is in trying to see profoundly - to develop strategies of seeing and showing.
Great design is not democratic; it comes from great designers. If the standard is lousy, then develop another standard.
Clutter is not a property of information. Clutter is a failure of design.
There is no such thing as information overload, just bad design. If something is cluttered and/or confusing, fix your design.
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