Kingpixel > Kingpixel's Quotes

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  • #1
    “NEVER start sketching screens and then try to reverse-engineer a CM from them. This is a rookie mistake that can get you ejected from the Jedi academy.”
    Daniel Rosenberg, UX Magic

  • #2
    “Of course, a first-time computer user cannot map what they see on a screen to a prior digital experience. However, their cognitive processing of any digital artifact will still be based on natural language. Linguistically associating physical-world metaphors to on-screen actions and objects allows them to participate in a human-to-computer interaction.”
    Daniel Rosenberg, UX Magic

  • #3
    “Starting the design process focused on graphic design instead of interaction design is a common and costly amateur mistake. However, to deliver a professional quality experience, the execution stage must finish strong in this area. One of the economic advantages of conceptual model-based IxD is that, by the time high-fidelity mockup generation becomes appropriate, the foundation will be so stable that the graphic design work will require far fewer iterations.”
    Daniel Rosenberg, UX Magic

  • #4
    Sarah   Horton
    “If you design entirely based on intuition without ever gathering intel from a single human being who might at some point in their life come into contact with your business, I’m sorry, but you just aren’t a user experience designer.”1”
    Sarah Horton, A Web for Everyone: Designing Accessible User Experiences

  • #5
    Sarah   Horton
    “Ability: Information about their ability (physical, cognitive, language) and any assistive technology (AT) they use. • Aptitude: Their current knowledge and ability to make inferences. • Attitude: Their motivation, emotion, risk tolerance, and persistence.”
    Sarah Horton, A Web for Everyone: Designing Accessible User Experiences

  • #6
    “Don’t consider a site or app done until everyone can use it.”
    Sarah Horton, A Web for Everyone: Designing Accessible User Experiences

  • #7
    Dan Saffer
    “Mies van der Rohe’s mantra of “less is more” should be the microinteraction designer’s mantra as well.”
    Dan Saffer, Microinteractions: Full Color Edition: Designing with Details

  • #8
    Dan Saffer
    “Innovate as a last resort.”
    Dan Saffer, Microinteractions: Full Color Edition: Designing with Details

  • #9
    Dan Saffer
    “feedforward — an understanding of what is going to happen before it happens.[17]”
    Dan Saffer, Microinteractions: Full Color Edition: Designing with Details

  • #10
    Dan Saffer
    “Being vague is the enemy of a good label.”
    Dan Saffer, Microinteractions: Full Color Edition: Designing with Details

  • #11
    Dan Saffer
    “Things which are different in order simply to be different are seldom better, but that which is made to be better is almost always different,” said Dieter Rams.[”
    Dan Saffer, Microinteractions: Full Color Edition: Designing with Details

  • #12
    Dan Saffer
    “Every noun in your microinteraction should be unique. If you have two of the same nouns, consider combining them. Also make sure that any two (or more) nouns that look the same also behave the same. Don’t have two similar buttons that act completely different. Objects that behave differently should look differently. Likewise, don’t have the same noun work differently in different places.”
    Dan Saffer, Microinteractions: Full Color Edition: Designing with Details

  • #13
    Dan Saffer
    “The best, most elegant microinteractions are often those that allow users a variety of verbs with the fewest possible nouns.”
    Dan Saffer, Microinteractions: Full Color Edition: Designing with Details

  • #14
    Dan Saffer
    “Ask: is giving this choice to a user going to make the experience more interesting, valuable, or pleasurable? If the answer is no, leave it out.”
    Dan Saffer, Microinteractions: Full Color Edition: Designing with Details

  • #15
    Dan Saffer
    “requisite variety — the ability to survive under varied conditions. Often this means “fixing” input behind the scenes in code so that all the varied inputs conform to the format that the code/database needs”
    Dan Saffer, Microinteractions: Full Color Edition: Designing with Details

  • #16
    Dan Saffer
    “Pop-up error alerts are the tool of the lazy. If an error does occur, the microinteraction should do everything in its power to fix it first”
    Dan Saffer, Microinteractions: Full Color Edition: Designing with Details

  • #17
    Dan Saffer
    “The Long Wow is about delivering new experiences or features over time instead of all at once, and by doing so building customer loyalty”
    Dan Saffer, Microinteractions: Full Color Edition: Designing with Details

  • #18
    “the movie Dr. Strangelove. President Kennedy was assassinated shortly before the movie was completed, and in post-production Stanley Kubrick had Slim Pickens dub the word “Vegas” over the word “Dallas” in one of his lines. “I always heard ‘a pretty good weekend in Degas”
    David Owen, Volume Control: Hearing in a Deafening World

  • #19
    “There’s a cognitive theory which basically says that our mental capacity is finite, like a glass of water, and we can allocate it among various activities—driving a car, having a conversation, reading a book. But if you have hearing loss you need a lot of that just for listening, and the more you need for listening the less you have left for anything else you want to do.”
    David Owen, Volume Control: Hearing in a Deafening World

  • #20
    “(UX) design is all about: including the experiential reality of the user as a primary input to design rather than relying only on the goals of a business or the needs of a technology. Embodied cognition is a way of understanding more deeply how users have experiences, and how even subtle changes in the environment can have profound impacts on those experiences.”
    Andrew Hinton, Understanding Context: Environment, Language, and Information Architecture

  • #21
    “Satisficing is a valuable idea for design practice, because it reminds us that users use what we design. They don’t typically ponder it, analyze it, or come to know all its marvelous secrets. They act in the world based on the most obvious information available and with as little concentration as possible.”
    Andrew Hinton, Understanding Context: Environment, Language, and Information Architecture

  • #22
    “Users aren’t motivated by first understanding the environment. They’re too busy just getting things done, and in fact they tend to improvise as they go, often using the environment in different ways than intended by designers.[”
    Andrew Hinton, Understanding Context: Environment, Language, and Information Architecture

  • #23
    “We’re used to thinking of design as creating an intricately engineered setting for the user, for which every act has been accounted. But the contextual meaning of the environment is never permanently established, because context is a function of the active engagement of the user. This means the primary aim of the designer is not to design ways for the artifact to be used but instead to design the artifact to be clearly understood,[66] so the user can recruit it into her full environmental experience in whatever way she needs.”
    Andrew Hinton, Understanding Context: Environment, Language, and Information Architecture

  • #24
    “The properties of user interfaces need to be consistent for us to learn them well. We hunger for stable landmarks in the often-ambiguous maze of digital interfaces.”
    Andrew Hinton, Understanding Context: Environment, Language, and Information Architecture

  • #25
    “We know software isn’t physical. But because perception depends upon invariant structure, we see it and use it whenever it seems to be offered to us, even if a software code release can upset those invariants in a moment’s time. These differences and disruptions are not the sorts of behaviors we evolved to perceive with any accuracy. They are instead the black ice, or quicksand, of digital objects and places.”
    Andrew Hinton, Understanding Context: Environment, Language, and Information Architecture

  • #26
    “Perception evolved among actual substances and surfaces, made of atoms, so even in the insubstantial realm of language and bits, it still reaches for substantial information, hoping something will catch hold.”
    Andrew Hinton, Understanding Context: Environment, Language, and Information Architecture

  • #27
    “How well we perceive context in digitally affected environments is often a matter of how well the environment clarifies what is an object that is detached or attached, what sort of object it is, whether it has agency of its own, and what rules it follows.”
    Andrew Hinton, Understanding Context: Environment, Language, and Information Architecture

  • #28
    “We often hear users say “there’s so much clutter” in an interface. Yet, everything in an interface was put there by someone for some reason, whether warranted or not. One user’s trash is another user’s treasure. One shopper’s clutter is a marketer’s sale promotion insert.”
    Andrew Hinton, Understanding Context: Environment, Language, and Information Architecture

  • #29
    “User perception is important to consider when looking at the results of analytics and other performance measurements. Ten clicks might be fine, if the user is getting value out of each one (and feels like she’s getting where she needs to go); three clicks can feel like forever if the user is floundering in confusion.”
    Andrew Hinton, Understanding Context: Environment, Language, and Information Architecture

  • #30
    “words are essentially copies of the objects they name.[172”
    Andrew Hinton, Understanding Context: Environment, Language, and Information Architecture



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