Top 15 Quotes & Sayings by Brenda Laurel

Explore popular quotes and sayings by an American designer Brenda Laurel.
Last updated on December 18, 2024.
Brenda Laurel

Brenda Laurel is an American interaction designer, video game designer, and researcher. She is an advocate for diversity and inclusiveness in video games, a "pioneer in developing virtual reality", a public speaker, and an academic.

I think interactive television is doomed. It's a dead end.
When I got started, I was a sideshow. At my first Consumer Electronics Show, in 1977 in Chicago, people came from all over the floor to see the 'lady programmer.' They had me dressed in a turquoise lab coat with my name embroidered on the pocket.
I fervently believe in research as a necessity for good design, and I teach it that way. — © Brenda Laurel
I fervently believe in research as a necessity for good design, and I teach it that way.
I learned in the computer game business early on that all senses are not equal. The best example is, you're listening to a radio play and you're driving down the road, and suddenly you realize you haven't seen the road in five minutes. It's because your visual cortex has been partying with your imagination, basically.
I don't understand computers. I've been unable to construct a working mental model of how they do what they do. I can break software by looking at it. I can blow anything up. Without trying. It's sort of like being a dowser. And this extreme elaborate clumsiness on my part is actually something people will pay me for. It's quite wonderful.
The airplane I usually fly has 450 horse power, and it's all made out of carbon fibre - you can't break it; your body will break before the airplane does.
Reality has always been too small for the human imagination. We're always trying to transcend.
When you work with web design companies in San Francisco, you end up with a bunch of twenty-somethings who have their own cultural peculiarities, including obscurity for its own sake. You give those guys a website for a banking institution and they screw it up, because they are designing for themselves.
The game business arose from computer programs that were written by and for young men in the late 1960s and early 1970s. They worked so well that they formed a very lucrative industry fairly quickly. But what worked for that demographic absolutely did not work for most girls and women.
Girls enjoy complex social interaction. Their verbal skills - and their delight in using them - develop earlier than boys'.
Every intelligent being enjoys complexity.
You don't have to please everyone-you have to please the user.
When artists and philosophers talk only amongst themselves, they ignore the potential of popular culture to become a variety of dialogues with and between everyday people. Its discourse may be productive of desire and pleasure, but popular culture is also a language in which people discuss politics, religion, ethics, and action.
A design isn't finished until someone is using it.
Culture and technology exist in a dynamic reciprocal relationship. Culture comprehends technology through the means of narratives or myths, and those narratives influence the future shape and purposes of technology. The culture-technology circuit is at the heart of cultural evolution.
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