A Quote by Erik Naggum

They don't make poles long enough for me want to touch Microsoft products, and I don't want any mass-marketed game-playing device or Windows appliance near my desk or on my network. This is my workbench, dammit, it's not a pretty box to impress people with graphics and sounds. When I work at this system up to 12 hours a day, I'm profoundly uninterested in what user interface a novice user would prefer.
Every day, hundreds of millions of people stab themselves, bleed, and then offer, like a sacrifice, to the glucose monitor they're carrying with them. It's such a bad user interface that even though in the medium-term it's life or death for these people, hundreds of millions of people don't engage in this user interface.
A user interface is well-designed when the program behaves exactly how the user thought it would.
People who work on the user interface side need to have empathy as a key characteristic. But if you are writing device drivers you don't really need to understand humans so well.
When designers replaced the command line interface with the graphical user interface, billions of people who are not programmers could make use of computer technology.
Radically simplify the user interface, reinvent it, enough face lifts! You can put as much lipstick on a chicken as you want, it's never going to look good!
I want to make sure (a user) can't get through ... an online experience without hitting a Microsoft ad.
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.
The user of the electric light - or a hammer, or a language, or a book - is the content. As such, there is a total metamorphosis of the user by the interface. It is the metamorphosis that I consider the message.
As for the device we now call a TV or a cable box, I want it to be fast with a clean interface and seamlessly upgradeable to the latest software. I want it to be the primary source of all TV, not an ancillary device.
I have never seen a game's graphics look so sharp and clean. The sound design for the game is also unique on the Xbox. The memory on this system allowed us to provide the user with 5.1 Dolby surround sound for home theatre owners.
I don't want to use my creative energy on somebody else's user interface.
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.
Microsoft has laid down the foundations for next-generation computing and is the founder in terms of providing user-friendly software - thereby increasing the number of novice users.
There are major benefits to building a game once and improving it over a long period of time based on user feedback and behavior. It's kind of depressing to have to build a game once, take all the user feedback, and then spend the next 3 years building another game.
It's like male geeks don't know how to deal with real live women, so they just assume it's a user interface problem. Not their fault. They'll just wait for the next version to come out- something more "user friendly.
Most people would agree that the details matter when it faces the user. But where the real debate is on things that don't face the user.
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