Technology may change rapidly, but people change slowly. The principals [of design] come from understanding of people. They remain true forever.
It is not enough that we build products that function, that are understandable and usable, we also need to build products that bring joy and excitement, pleasure and fun, and, yes, beauty to people's lives.
Design is really an act of communication, which means having a deep understanding of the person with whom the designer is communicating.
The hardest part of design ... is keeping features out.
Beauty and brains, pleasure and usability - they should go hand in hand.
The best kind of design isn't necessarily an object, a space, or a structure: it's a process- dynamic and adaptable.
User-centered design means working with your users all throughout the project.
Knowing how people will use something is essential
Attractive things work better.
The world is complex, and so too must be the activities that we perform. But that doesn't mean that we must live in continual frustration. No. The whole point of human-centered design is to tame complexity, to turn what would appear to be a complicated tool into one that fits the task, that is understandable, usable, enjoyable.
A challenge to the designers of the world: Make signs unnecessary.
Good design is also an act of communication between the designer and the user, except that all the communication has to come about by the appearance of the device itself. The device must explain itself.
When a device as simple as a door has to come with an instruction manual—even a one-word manual—then it is a failure, poorly designed.
What makes something simple or complex? It's not the number of dials or controls or how many features it has: It is whether the person using the device has a good conceptual model of how it operates.
Having the best product means nothing if the people won't buy it.
Simplification is as much in the mind as it is in the device.
No product is an island. A product is more than the product. It is a cohesive, integrated set of experiences. Think through all of the stages of a product or service - from initial intentions through final reflections, from first usage to help, service, and maintenance. Make them all work together seamlessly. That's systems thinking.
A good designer will actually design the company.
The design of everyday things is in great danger of becoming the design of superfluous, overloaded, unnecessary things.
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.
Complexity is acceptable as long as it is intelligible and necessary. We want to avoid needless complications.
In my opinion, no single design is apt to be optimal for everyone.
People Propose, Science Studies, Technology Conforms.
How do you discover a need that nobody yet knows about? This is where the product breakthroughs come through.
If you think of the product as a service, then the separate parts make no sense - the point of a product is to offer great experiences to its owner, which means that it offers a service. And that experience, that service, comprises the totality of its parts: The whole is indeed made up of all of the parts. The real value of a product consists of far more than the product's components.
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