The idea is that the content is the interface, the information is the interface, not computer-administrative debris.
I've spent my whole life worrying about the human-computer interface, so I don't want to suggest that what we have today is even close to acceptable.
The principles of good human-to-computer interface design are simplicity, support, clarity, encouragement, satisfaction, accessibility, versatility, and personalization. While it’s essential to heed these, it’s also important to empathize with and inspire your audience so they feel you’re treating them less like a faceless user and more like a human being.
To the user, the interface is the product.
I closely follow everything about user interface or human-computer interface: technology that makes computers closer to the way the human being actually functions.
The only intuitive interface is the nipple. Everything else is learned.
Although humans today remain more capable than machines for many tasks, by 2030 machine capabilities will have increased to the point that humans will have become the weakest component in a wide array of systems and processes. Humans and machines will need to become far more closely coupled, through improved human-machine interfaces and by direct augmentation of human performance
The real tight interface is between the book and the reader-the world of the book is plugged right into your brain, never mind the [virtual reality] bodysuit.
Design a clear and simple interface. The primary task of the interface is to present the player with a choice of the available actions at each moment and to provide instant feedback when the player makes a choice.
My skills weren't that I knew how to design a floppy disk, I knew how to design a printer interface, I knew how to design a modem interface; it was that, when the time came and I had to get one done, I would design my own, fresh, without knowing how other people do it. That was another thing that made me very good. All the best things that I did at Apple came from (a) not having money, and (b) not having done it before, ever. Every single thing that we came out with that was really great, I'd never once done that thing in my life.
Readers usually ignore the typographic interface, gliding comfortably along literacy's habitual groove. Sometimes, however, the interface should be allowed to fail. By making itself evident, typography can illuminate the construction and identity of a page, screen, place or product.
Originally, I wanted a machine that would cost $100. My idea was to spend nothing on the console technology so all the money could be spent on improving the interface and software. If we hadn't used NAND flash memory and other pricey parts, we might have succeeded.
Brainstorm new interfaces that could introduce opportunities or threats to your business.
To design an easy-to-use interface, pay attention to what users do, not what they say. Self-reported claims are unreliable, as are user speculations about future behavior.
I am confident that we can do better than GUIs because the basic problem with them (and with the Linux and Unix interfaces) is that they ask a human being to do things that we know experimentally humans cannot do well. The question I asked myself is, given everything we know about how the human mind works, could we design a computer and computer software so that we can work with the least confusion and greatest efficiency?
For thirty years most interface design, and most comptuer design, has been headed down the path of the "dramatic" machine. Its highest idea is to make a computer so exciting, so wonderful, so interesting, that we never want to be without it. A less-traveled path I call the "invisible"; its highest idea is to make a computer so imbedded, so fitting, so natural, that we use it without even thinking about it.
I think the major good idea in Unix was its clean and simple interface: open, close, read, and write.
The new course we're on at Interface ... is to pioneer the next Industrial Revolution: one that is kinder and gentler to the earth.
As designers, we are the interface. Trying to make things understandable. That requires involving oneself with what's going on in the world. One must understand what people are, what they're up to, what they care about, how they feel.
At the interface of the say-able and the unsay-able is the novel, the new, the never before seen, said or done. And that's what I think it's important to try and bring out, ideas. Because I think we are the animals that bring back ideas.
I understood more what Nancy Reagan and Ronald Reagan, what they were coming from. Kind of the horrors of their childhoods that they were coming from. When you experience such pain early on, some people really interface with that pain and try and unpack it, and some people just take it and squelch it down and try and be as successful as they can. And, you know, encourage everybody, "Don't dwell on the negative! Come on, buck up!"
Something has to happen between you and the public, some interface that lets the public in on what you're doing.
Individualism is bad for business - though absolutely necessary for freedom, progressive knowledge, and any possible interface with the transcendent.
Singularity will be an opt-in scenario for human beings, especially as we draw closer to it. The more that we have the opportunity to interface with and combine ourselves with machines and machinery and electronics - those will all be opt-in moments. Would you choose to have some sort of brain implant? Would you choose to have Google Glasses installed in your eyes? It's all an approach; it's all a glide path to the moment of genuine singularity; genuine artificial intelligence.
Regulatory fiat cannot create a market at a technologically interdependent interface. And by the same token, regulation and so-called monopoly power rarely prevail at modular interfaces between stages of value-added technology.
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