Good design keeps the user happy, the manufacturer in the black and the aesthete unoffended.— Raymond Loewy
Useful User Experience quotations
Wear your tragedies as armor, not shackles.
Get closer than ever to your customers.
So close that you tell them what they need well before they realize it themselves
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.
Do more things that make you forget to check your phone.
A good designer can create a design that accommodates all the constraints and still delivers an elegant, satisfying experience to the user. A great designer can go beyond this and create a design that demonstrates that some of those constraints weren’t really there to begin with.
My practical approach based on experience is to create a website for real Internet users, not for search engine spiders.
Drugs are a tragedy for addicts. But criminalizing their use converts that tragedy into a disaster for society, for users and non-users alike. Our experience with the prohibition of drugs is a replay of our experience with the prohibition of alcoholic beverages.
Never regret a day in your life: good days give happiness, bad days give experience, worst days give lessons, and best days give memories.
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.
When creating great experiences, it's not so much about doing what users expect.
Instead, it's about creating a design that clearly meets their needs at the instant they need it.
...pay attention to what users do, not what they say.
When you can't look on the bright side I will sit with you in the dark.
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.
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.
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.
How deep is the mud? Depends on who you ask. We all go through the same stuff differently.
If you're building a startup or any sort of organization, take a few moments to reflect on the qualities that the people you most enjoy working with embody and the user experience of new people joining your organization, from the offer letter to their first day.
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.
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.
Life will give you whatever experience is the most helpful for the evolution of your consciousness.
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.
Surrogate experience and surrogate environments have become the American way of life. Distinctions are no longer made, or deemed necessary, between the real and the false; the edge usually goes to the latter, as an improved version with defects corrected - accessible and user-friendly.
We are a consumer company and our success is directly linked to our users trusting us. Therefore we have the same incentive as the user: they want to see relevant advertising so their experience of Google is positive and we want to deliver it.
Add life to your days, not days to your life.
On the Internet, it's survival of the easiest.
... Give users a good experience and they're apt to turn into frequent and loyal customers. But ... it's easy to turn to another supplier in the face of even a minor hiccup. Only if a site is extremely easy to use will anybody bother staying around.
DOS is ugly and interferes with users' experience.
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.
Experience is the hardest kind of teacher. It gives you test first and the lesson afterward.
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.
My videos are coming from the perspective of someone who bought the device, used it and is giving impressions on the actual usage. Sometimes 2 different behind-the-scenes engienering decisions will yield the same user experience, in which case I won't even mention it.
Most clients expect experience design to be a discrete activity, solving all their problems with a single functional specification or a single research study. It must be an ongoing effort, a process of continually learning about users, responding to their behaviors, and evolving the product or service.
Never stop learning, because life never stops teaching.
Over the near term there is clearly the opportunity to work with Microsoft to do to a better job of creating a more secure Windows experience for users around the world.
Most business models have focused on self interest instead of user experience.
Those are the kinds of problems we solve to solve.
The utmost thing is the user experience, to have the most useful experience.
I haven't been everywhere, but it's on my list.
Our theory is, if you need the user to tell you what you're selling, then you don't know what you're selling, and it's probably not going to be a good experience.
The liberation children experience when they discover the Internet is quickly counteracted by the lure of e-commerce web sites, which are customized to each individual user's psychological profile in order to maximize their effectiveness.
I'm interested in a lot of the languages that drive our culture.
I'm interested in user experience as language or how societal malaise takes root.
Better to see something once that to hear about it a thousand times.
A curious mind does not jump to conclusions but tests carefully and thoroughly.
A curious mind will draw on all of life's experience to get to the big "uh huh." The curious cut the data by quintile, by segment, and by user.
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.
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.
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.
I want to make sure (a user) can't get through .
.. an online experience without hitting a Microsoft ad.