A Quote by David Livermore

The very ability to empathize with a user requires that I have an understanding of that user's value and needs. This is what leads to many product fails. The individuals developing the innovation don't actually use it.
The ultimate goal of a habit-forming product is to solve the user's pain by creating an association so that the user identifies the company's product or service as the source of relief.
Tribalism isn't a bad thing. If you're a Facebook user, or Twitter user or Foursquare user or LinkedIn user, those are all tribes... and they may even have sub-tribes. It's not pejorative, it's declarative.
Too many companies believe that all they must do is provide a 'neat' technology or some 'cool' product or, sometimes, just good, solid engineering. Nope. All of those are desirable (and solid engineering is a must), but there is much more to a successful product than that: understanding how the product is to be used, design, engineering, positioning, marketing, branding-all matter. It requires designing the Total User Experience.
The critical thing in developing software is not the program, it's the design. It is translating understanding of user needs into something that can be realized as a computer program.
People who bet against the Internet, who think that somehow this change is just a generational shift, miss that it is a fundamental reorganizing of the power of the end user. The Internet brings tremendous tools to the end user, and that end user is going to use them.
If your user base engagement is fledgeling, a token may not be the panacea unless it is properly threaded into the product, and user behavior is accompanying the token utility.
Location-based services are here to stay, as it focuses on high relevance and contextual offering to the end user. This means a user sees what he needs with immediate sense and meaning to him.
The user in China wants the same thing that any Internet user wants - privacy in conversations, maximum access to information, and the ability to speak their minds online.
If I am correct, the use of a product based on modelessness and monoty would soon become so habitual as to be nearly addictive, leading to a user population devoted to and loyal to the product.
For me, it's often about consumption behavior. I focus my energy on understanding the heavy user. They are "odd" but hold opportunity. I ask: how do they use the product, what motivates them, how can we clone them.
A product needs to be sufficiently innovative to distinguish itself from the pack, but not so forward thinking as to alienate the user.
That's actually one of the most disappointing things about doing user interviews and user feedback, which is why I think... people don't do it. You're going to get negative news about your favorite pet feature most of the time.
Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
A log-in simulator is a program to trick some unknowing user into providing their user name and password.
A user interface is well-designed when the program behaves exactly how the user thought it would.
Mobile forced us to rethink the user experience and do something people would be able to carry out on in a couple of seconds on the mobile phone. By stripping out all the work the user used to do and putting that on the company, we were able to create a much better user experience.
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