Top 40 Quotes & Sayings by Alan Cooper

Explore popular quotes and sayings by an American businessman Alan Cooper.
Last updated on November 5, 2024.
Alan Cooper

Alan Cooper is an American software designer and programmer. Widely recognized as the "Father of Visual Basic", Cooper is also known for his books About Face: The Essentials of Interaction Design and The Inmates Are Running the Asylum: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity. As founder of Cooper, a leading interaction design consultancy, he created the Goal-Directed design methodology and pioneered the use of personas as practical interaction design tools to create high-tech products. On April 28, 2017, Alan was inducted into the Computer History Museum's Hall of Fellows "for his invention of the visual development environment in Visual BASIC, and for his pioneering work in establishing the field of interaction design and its fundamental tools."

I think the phrase 'computer-literate' is an evil phrase. You don't have to be 'automobile-literate' to get along in this world. You don't have to be 'telephone-literate.' Why should you have to be 'computer-literate'?
We're building what I call 'software apartheid.' We're in the process of creating a divided society: those who can use technology on one side, and those who can't on the other. And it happens to divide neatly along economic lines.
Reducing a product's definition to a list of features and functions ignores the real opportunity - orchestrating technological capability to serve human needs and goals.
E-mail is the most influential application ever to appear on a personal computer, and it remains sadly deficient. — © Alan Cooper
E-mail is the most influential application ever to appear on a personal computer, and it remains sadly deficient.
I have a cell phone that doesn't behave like a phone: It behaves like a computer that makes calls. Computers are becoming an integral part of daily life. And if people don't start designing them to be more user-friendly, then an even larger part of the population is going to be left out of even more stuff.
Design is not so much a design issue as a power struggle.
If we want users to like our software, we should design it to behave like a likeable person.
There's a fundamental problem with how the software business does things. We're asking people who are masters of hard-edged technology to design the soft, human side of software as well. As a result, they make products that are really cool - if you happen to be a software engineer.
What Microsoft is really good at is endlessly iterating and revving - incrementally improving things that already exist - and those things that already exist are generally acquired from the outside.
The payoff of a customer-centric approach to software and digital product design is substantial and long-lasting for both companies and their customers.
A lot of people think, and Microsoft is happy to let them think, that all great things are invented by Microsoft. In fact, very, very little has been invented by Microsoft.
No matter how beautiful, no matter how cool your interface, it would be better if there were less of it.
Usability methods are like sandpapering a chair. If you are making a chair, the sandpaper can make it smoother. But no amount of sandpaper will turn a chair into a table.
While making art you should just do what is in your heart.
I just like so many different kinds of music that I like experimenting. I don't want to keep making the same record over and over and over. I'm an 'evolve or die' kind of a musician. I think it's cool to try new things.
To our human minds, computers behave less like rocks and trees than they do like humans, so we unconsciously treat them like people.... In other words, humans have special instincts that tell them how to behave around other sentient beings, and as soon as any object exhibits sufficient cognitive function, those instincts kick in and we react as though we were interacting with another sentient human being.
Keep it simple: In general, interfaces should use simple geometric forms, minimal contours, and a restricted color palette comprised primarily of less-saturated or neutral colors balanced with a few high contrast accent colors that emphasize important information. Typography should not vary widely in an interface.
There's only one thing you can use against pure logic, and that's common sense.
Form follows function straight to hell.
Past dreams of bliss our lives contain, And slight the chords that still retain A heart estranged to joys again, To scenes by memory's silver chain Close-linked, and ever yet apart, That like the vine, whose tendrils young Around some fostering branch have clung, Grown with its growth, as tho' it sprung From one united heart.
Design principle: Take things away until the design breaks, then put that last thing back in.
Run for your lives-the computers are invading. Awesomely powerful computers tackling ever more important tasks with awkward, old-fashioned interfaces. As these machines leak into every corner of our lives, they will annoy us, infuriate us, and even kill a few of us. In turn, we will be tempted to kill our computers, but we won't dare because we are already utterly, irreversibly dependent on these hopeful monsters that make modern life possible.
Just how do I design if not with prototyping? An excellent question. The short answer is 'on paper.'
I just try and learn to be a good husband and be a good father before I am a good rock star. That means saying no to certain things that go with the business.
You can get spiritual things out of books and stories and they have nothing to do with religion.
A powerful tool in the early stages of developing scenarios is to pretend the interface is magic. If your persona has goals and the product has magical powers to meet them, how simple could the interaction be? This kind of thinking is useful to help designers look outside the box.
If you are not going to produce albums then you are not going to produce new fans. It's impossible. I'm a huge believer in putting music out as quickly as early as possible, touring hard and then working on putting the next one out. I don't need to break. I just need to put a record out.
Ironically, the thing that will likely make the least improvement in the ease of use of software-based products is new technology. There is little difference technically between a complicated, confusing program and a simple, fun, and powerful product.
It's harder than you might think to squander millions of dollars, but a flawed software development process is a tool well suited to the job. — © Alan Cooper
It's harder than you might think to squander millions of dollars, but a flawed software development process is a tool well suited to the job.
One of the most heinous, insidious lies is the notion that you have to be an asshole to be a successful business person.
Well madam, have you looked in the mirror and seen the state of your nose? Boxing is my excuse. What's yours?
Men do not greet one another like this ... except perhaps at rugby club dinners.
We don't fight about music. We don't fight about artistic direction. The things like that we could fight about, we really don't. We are pretty lucky for that.
You Don't Have to Go Home from Work Exhausted!
If we want users to like our software we should design it to behave like a likeable person: respectful, generous and helpful.
We seem to be keeping old fans and are bringing on new fans that are teenagers. I think that is amazing. When I was a teenager, that was when I fell in love with music. It affected me in a deep way. That's why I love having teenagers at our shows.
Define what the product will do before you design how the product will do it.
Computers no longer interface with humans--they interact, and the interaction will become steadily deeper, more subtle, and more crucial to our collective sanity and ultimate survival.
It has been said that the great scientific disciplines are examples of giants standing on the shoulders of other giants. It has also been said that the software industry is an example of midgets standing on the toes of other midgets.
Because computers have memories, we imagine that they must be something like our human memories, but that is simply not true. Computer memories work in a manner alien to human memories. My memory lets me recognize the faces of my friends, whereas my own computer never even recognizes me. My computer's memory stores a million phone numbers with perfect accuracy, but I have to stop and think to recall my own.
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