A Quote by Joel Spolsky

A user interface is well-designed when the program behaves exactly how the user thought it would. — © Joel Spolsky
A user interface is well-designed when the program behaves exactly how the user thought it would.
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.
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.
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 log-in simulator is a program to trick some unknowing user into providing their user name and password.
One of the things that... I've seen Nintendo do so well is provide a user interface that is intuitive, easy to navigate, easy to execute against - and in our view, that's exactly what we've done on DSi.
In many cases the user interface to a program is the most important part for a commercial company: whether the programs works correctly or not seems to be secondary.
When designing an interface, imagine that your program is all that stands between the user and hot, sweaty, tangled-bedsheets-fingertips-digging-into-the-back sex.
In many cases, the user interface to a program is the most important part for a commercial company: whether the programs works correctly or not seems to be secondary.
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.
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.
You need to look no further than Apple's iPhone to see how fast brilliantly written software presented on a beautifully designed device with a spectacular user interface will throw all the accepted notions about pricing, billing platforms and brand loyalty right out the window.
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.
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.
I closely follow everything about user interface or human-computer interface: technology that makes computers closer to the way the human being actually functions.
Amalur's user interface is designed much like a massively multiplayer online role-playing game, liberally sprinkling yellow exclamation points and markers all over your mini-map in order to show you where to quest next.
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