A Quote by Joe Gebbia

You must have the ability to recognize good design and good user experience. These are core things at Airbnb. It doesn't matter which department you're in. — © Joe Gebbia
You must have the ability to recognize good design and good user experience. These are core things at Airbnb. It doesn't matter which department you're in.
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.
Good design is innovative 2. Good design makes a product useful 3. Good design is aesthetic 4. Good design makes a product understandable 5. Good design is unobtrusive 6. Good design is honest 7. Good design is long-lasting 8. Good design is thorough, down to the last detail 9. Good design is environmentally friendly 10. Good design is as little design as possible
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.
Design is a form of competitive advantage. People tend to think of design as good art, good visual language, which it absolutely has to be. But it's also about the ability to do systems thinking.
A good designer can create a design that accommodates all the constraints and still delivers an elegant, satisfying experience to the user. A great designer can go beyond this and create a design that demonstrates that some of those constraints weren’t really there to begin with.
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.
Good design to me is both appearance and functionality together. It's the experience that makes it good design.
I'm not modest about myself. I know for a fact that I am good. But good in the sense that I can put things together. I expound vociferously to students of architecture and photography, the significance of design. A photograph is a design in which you assemble thoughts in your mind.
I don't want to sound like a heroic woman or to seem full of myself, but I do have a core of trust that I'll figure things out and find my way. And if whatever I try is not a good experience, even that is a good experience. If something turns out lousy, it's interesting.
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.
Design and style should work toward making you look good and feel good without a lot of effort so you can get on with the things that matter.
To me, design and style should work toward making you look good and feel good without a lot of effort - so you can get on with the things that matter.
A photographer who wants to see....must recognize the value of the familiar. Your ability to see is not increased by the distance you put between yourself and your home. If you do not see what is all around you every day, what will you see when you go to Tangiers?....Good seeing doesn't ensure good photographs, but good photographic expression is impossible without it.
Graphic design, which evokes the symmetria of Vituvius, the dynamic symmetry of Hambidge, the asymmetry of Mondrian; which is a good gestalt, generated by intuition or by computer, by invention or by a system of coordinates, is not good design if it does not communicate.
Good design keeps the user happy, the manufacturer in the black and the aesthete unoffended.
User experience is really the whole totality. Opening the package good example. It's the total experience that matters. And that starts from when you first hear about a product experience is more based upon memory than reality. If your memory of the product is wonderful, you will excuse all sorts of incidental things.
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