A Quote by Evan Williams

User experience is everything. It always has been, but it's undervalued and underinvested in. If you don't know user-centered design, study it. Hire people who know it. Obsess over it. Live and breathe it. Get your whole company on board.
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.
User-centered design means working with your users all throughout the project.
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.
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.
If you look at the banking business over many years, it's always been a huge user of technology. This has been going on my whole life, that people have been adding technology, digitizing services.
I'm more user-experience and technology-minded. James is good at knowing what the user is going to buy, and the creative world he's buying them into.
?Who?s a spirit user?? said Robert. ?Former spirit user,? said Victor, ?She became a Strigoi to get away from it.? ?Yes . . . always a lure to that . . . kill to live, live to kill. Immortality and freedom from these chains, but oh, what a loss . . .? said Robert.
Everything at Apple can be best understood through the lens of designing. Whether it's designing the look and feel of the user experience, or the industrial design, or the system design, and even things like how the boards were laid out.
User-centered design means understanding what your users need, how they think, and how they behave - and incorporating that understanding into every aspect of your process.
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.
Good design allows things to operate more efficiently, smoothly, and comfortably for the user. That's the real source of advantage. Businesses have started to understand this, so good design will become the price of entry. ... Customers appreciate good design. While they can't necessarily point out what specifically makes it good, they know it feels better. There's a visceral connection. They are willing to pay for it, if you give them a great experience.
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.
Dropbox sweats the user experience details as commendably as it masters the considerable engineering challenges required to reliably sync files everywhere a user may need them.
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.
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.
A general principle for all user interface design is to go through all of your design elements and remove them one at a time.
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