If you need to take a step back from day-to-day operations and plot out the long-term direction of your user experience strategy, consultants can give you a perspective you can't get on your own.
Design is not just what it looks like and feels like. Design is how it works.
Just because nobody complains doesn't mean all parachutes are perfect.
If I had asked people what they wanted, they would have said faster horses.
As far as the customer is concerned, the interface is the product.
It's really hard to design products by focus groups. A lot of times, people don't know what they want until you show it to them.
...pay attention to what users do, not what they say.
The utmost thing is the user experience, to have the most useful experience.
A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.
Get closer than ever to your customers. So close that you tell them what they need well before they realize it themselves
User experience is really the whole totality. Opening the package good example. It's the total experience that matters. And that starts from when you first hear about a product experience is more based upon memory than reality. If your memory of the product is wonderful, you will excuse all sorts of incidental things.
User experience is everything. It always has been, but it's undervalued and underinvested in. If you don't know user-centered design, study it. Hire people who know it. Obsess over it. Live and breathe it. Get your whole company on board.
I think a successful company is one where everybody owns the same mission. Out of necessity, we divide ourselves up into discipline groups. But the goal when you are actually doing the work is to somehow forget what discipline group you are in and come together. So in that sense, nobody should own user experience; everybody should own it.
Five years ago, the heroes were technologists. Today, the heroes are designers building out a user experience. You can have the most amazing technology in the world, but if it's not put in a form that's useful and desirable, you won't be successful.
Our DNA is as a consumer company - for that individual customer who's voting thumbs up or thumbs down. That's who we think about. And we think that our job is to take responsibility for the complete user experience. And if it's not up to par, it's our fault, plain and simply.
The best user experiences are enchanting. They help the user enter an alternate reality, whether it's the world of making music, writing, sharing photos, coding, or managing a project.
DOS is ugly and interferes with users' experience.
If we continue to treat content as an extra to information architecture, to content management or to anything else, we miss a bright opportunity to influence users. Content is not a nice-to-have extra. Content is a star of the user experience show. Let’s make content shine.
The most important part of aligning various expectations is to clearly describe the problem you are trying to solve and identify at least three different ways diverse users experience this problem. The more diverse your team, the better you'll be at doing this.
There is critical mass with high-speed Internet connections, so video is a good user experience. And that means there can be critical mass for advertisers.
What you have in most education software is that they're catering to the decision-maker who makes the budget allocations, and that decision-maker has a lot of check boxes. Does it do this? Check. Does it do that? Check. They could care less about the end user experience.
The entire customer or user experience - from raising awareness, to buying a product / taking action, to getting customer support - is going digital.
If we're honest with ourselves, our user experience hadn't kept up with the competition. In the first ten years eBay created the market. Now we're positioning ourselves to innovate off our core platform. This is not a project. We're never done.
The strategy of Tumblr is very elegant.. The atomic unit of user experience is the same as the ads.
Everything at Apple can be best understood through the lens of designing. Whether it's designing the look and feel of the user experience, or the industrial design, or the system design, and even things like how the boards were laid out.
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