Ux Quotes

Quotes tagged as "ux" Showing 1-30 of 32
“On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question.”
Charles Babbage

“When they first built the University of California at Irvine they just put the buildings in. They did not put any sidewalks, they just planted grass. The next year, they came back and put the sidewalks where the trails were in the grass. Perl is just that kind of language. It is not designed from first principles. Perl is those sidewalks in the grass.”
Larry Wall

“If you think user research is expensive, you should look at the cost of building the wrong thing.”
Mario Maruffi

“My belief in life is that you need only three things to get to the top- Talent, Ambition and Initiative.”
Ankit Patni

“Immature product teams make the same mistake: They want users to understand their products but refuse to understand their users.”
Mario Maruffi

Alan Cooper
“When your number one job is serving the needs of users, and some external force tries to divert your efforts to some other goal, your number one job now changes to removing that external force. It doesn’t matter if that external force has more economic or political power than you do. Your job is clear.”
Alan Cooper
tags: design, ux

Richard H. Thaler
“As good architects know, seemingly arbitrary decisions, such as where to locate the bathrooms, will have subtle influences on how the people who use the building interact. Every trip to the bathroom creates an opportunity to run into colleagues, for better or for worse. A good building is not merely attractive, it also works. As we shall see, small and apparently insignificant details can have major impacts on people's behaviour. A good rule of thumb is to assume that everything matters. In many cases, the power of these small details come from focusing the attention of users in a particular direction.

A wonderful example of this principle comes from, of all places, the men's rooms at Schiphol airport in Amsterdam. There, the authorities etched the image of a black housefly into each urinal. It seems that men usually do not pay much attention to where they aim, which can create a bit of a mess. But if they see a target, attention, and therefore accuracy, are much increased. According to the man who came up with the idea, it works wonders... Etchings reduced spillage by 80%.

The insight that everything matters can be both paralysing and empowering.”
Richard H. Thaler, Nudge: Improving Decisions About Health, Wealth, and Happiness

“Often people will use their own conceptual models of the world to determine the perceived causal relationship between the thing being blamed and the result. The word perceived is critical: the causal relationship does not have to exist; the person simply has to think it is there.”
Don Norman, The Design of Everyday Things
tags: hcd, ui, ux

“Gamification is the objectification of user experience”
Vineet Raj Kapoor

“Good design decisions are rarely guessed.”
Mario Maruffi
tags: design, ux

“Users' problems are design opportunities.”
Mario Maruffi
tags: design, ux

“Motivated people build better stuff.”
Prinzip der Spotify Engineering Culture

“If you're not constantly testing, you're going to be tested constantly.”
Henry Joseph-Grant

“A user interface is like a joke. If you have to explain it, it’s not that good”
Martin Leblanc

Jon Yablonski
“As designers, we have a responsibility to remove inherent complexity from our interfaces, or else we ship that complexity to our users. This can result in confusion, frustration and a bad user experience. Where possible, designers and developers should handle complexity, while taking care not to over-simplify to the point of abstraction.”
Jon Yablonski, Laws of UX: Using Psychology to Design Better Products & Services

“UX designers have to constantly learn about human psychology, interaction design, information architecture and user research techniques, just to name a few, in order to create the right solutions to a user’s problems.”
Jenifer Tidwell
tags: ux

Alix E. Harrow
“He took The Runaway Prince home and renewed it twice online, at which point a gray pop-up box that looks like an emissary from 1995 tells you, “the renewal limit for this item has been reached.”
Alix E. Harrow, Apex Magazine Issue 105, February 2018

“If anyone wants to learn how to become a better UX designer and overall human, they should work in retail or the service industry. Front-of-house and back-of-house translate to front-end and back-end design. Not only do you learn how to manage customer expectations, but you learn how to encourage the team around you for overall, a better customer experience.”
Dimitri Alexander

“Gamification provides fun tools for micromanagement”
Vineet Raj Kapoor

“Gamification is how to string-the-fun”
Vineet Raj Kapoor

Molly Norris Walker
“Here’s the cold, hard truth: ideas are cheap. Product follow-through is where the money is spent and made.”
Molly Norris Walker, Design-Driven Growth: Strategy & Case Studies For Product Shapers

Sam Ladner
“I often tell people to tamp down their excitement about data exhaust because none of these data are actually designed for falsifiability in mind—it’s simply the detritus of our digital lives. Just because we have more data doesn’t mean we are doing better research. We are drowning in an endless sea of data, yet we are stuck in an insight desert”
Sam Ladner, Mixed Methods: A short guide to applied mixed methods research

“Engineers, moreover, make the mistake of thinking that logical explanation is sufficient: “If only people would read the instructions,” they say, “everything would be all right.” Engineers are trained to think logically. As a result, they come to believe that all people must think this way, and they design their machines accordingly. When people have trouble, the engineers are upset, but often for the wrong reason. “What are these people doing?” they will wonder. “Why are they doing that?” The problem with the designs of most engineers is that they are too logical. We have to accept human behavior the way it is, not the way we would wish it to be.”
Don Norman, The Design of Everyday Things

“Communication is especially important when things go wrong. It is relatively easy to design things that work smoothly and harmoniously as long as things go right. But as soon as there is a problem or a misunderstanding, the problems arise. This is where good design is essential.”
Don Norman, The Design of Everyday Things
tags: design, ux

“Discoverability results from appropriate application of five fundamental psychological concepts covered in the next few chapters: affordances, signifiers, constraints, mappings, and feedback. But there is a sixth principle, perhaps most important of all: the conceptual model of the system.”
Don Norman, The Design of Everyday Things
tags: design, ux

Jon Yablonski
“minimise choices when response time is critical to decrease decision time”
Jon Yablonski, Laws of UX: Using Psychology to Design Better Products & Services

Adrian Bilan
“Once upon a time, in the glory days of the early internet, when UX wasn’t even an afterthought, websites were clunky, confusing and about as user-friendly as a cactus. Have any of you ever seen those fonts or animated gifs from the early inter- net? A sight to be seen.”
Adrian Bilan, Confident UX: The Essential Skills for User Experience Design

“Design contains uncertainty
No matter how much data you have
No matter how many insights you have
Uncertainty is a natural part of the process‍
Stay flexible
Test, learn
Adjust your plans
As needed”
Mario Maruffi

“Não é o algoritmo que decide seu sucesso. É o quanto você entende as pessoas.”
Appmart

“Transformar um site em app é fácil. O difícil é fazer esse app vender — e isso é o que a Appmart domina.”
Appmart

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