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.
We have always tried to concentrate on the long term, and to place bets on technology we believe will have a significant impact over time. It's hard to imagine now, but when we started Google most people thought search was a solved problem and that there was no money to be made apart from some banner advertising. We felt the exact opposite: that search quality was very poor, and that awesome user experiences would clearly make money.
I have my team focused on the front end, working on the user experience, and making sure we have all the wiki-like tools people need to work on the site. We're just cranking away.
Too many companies believe that all they must do is provide a 'neat' technology or some 'cool' product or, sometimes, just good, solid engineering. Nope. All of those are desirable (and solid engineering is a must), but there is much more to a successful product than that: understanding how the product is to be used, design, engineering, positioning, marketing, branding-all matter. It requires designing the Total User Experience.
The old computing was about what computers could do; the new computing is about what users can do. Successful technologies are those that are in harmony with users' needs. They must support relationships and activities that enrich the users' experiences.
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