A Quote by Nir Eyal

If users are not doing what the designer intended (when users are investing time, effort, etc in your product), the designer may be asking them to do too much. — © Nir Eyal
If users are not doing what the designer intended (when users are investing time, effort, etc in your product), the designer may be asking them to do too much.
The office is the laboratory and meeting your users is like going into the field. You can't just stay in the lab. And it's not just asking users what they want, it's about seeing what they're doing.
It's better to have a few users love your product than for a lot of users to sort of like it.
Twitter didn't make up the hashtag. Twitter didn't make up the retweet. It's our users. And people started using them so much that we decided to weave them into the product. I can't think of another company that has taken its users' actions and said, 'We're going to make them useful to everybody.'
I can imagine an automotive designer or an industrial designer building a product in 3D, all in real-time. That's the way a lot of people are going to work in the future.
When designers intentionally trick users into inviting friends or blasting a message to their social networks, they may see some initial growth, but it comes at the expense of users' goodwill and trust. When people discover they've been duped, they vent their frustration and stop using the product.
Letting users control your site can be terrifying at first. From day one we were asking ourselves, "What is going to be on the front page today?" You have no idea what the system will produce. But stepping back and giving consumers control is what brought more and more people to the site. They have a sense of ownership and discovery at the same time. If you give users the tools to spread and share their interests with others, they will use them to promote what is important to them.
There's no question here that every effort is made to earn as much money off tobacco as possible. At the same time, the same people who are doing everything they can to get every penny out of this product, are condemning its use, are bludgeoning and impugning its users, and denying them every day more and more places where they can legally use the product. In the process, they have been the architects of the black market. The people in charge of all this have themselves set the stage for black market circumstances to prosper and thrive.
How a designer gets from thought to thing is, at least in broad strokes, straightforward: (1) A designer conceives a purpose. (2) To accomplish that purpose, the designer forms a plan. (3) To execute the plan, the designer specifies building materials and assembly instructions. (4) Finally, the designer or some surrogate applies the assembly instructions to the building materials. What emerges is a designed object, and the designer is successful to the degree that the object fulfills the designer's purpose.
You don't have that much choice in your life, which is one of the big lessons I've learned. I was going to be a designer whether I wanted to be a designer or not. So there I was.
You don't have that much choice in your life, which is one of the big lessons I've learned. I was going to be a designer whether I wanted to be a designer or not.
As a designer, as you get used to Kinect, it's such a different experience for me as a designer - for any designer.
The designer [...] has a passion for doing something that fits somebody's needs, but that is not just a simple fix. The designer has a dream that goes beyond what exists, rather than fixing what exists. [...] The designer wants to create a solution that fits in a deeper situational or social sense.
On engagement, we're already seeing that mobile users are more likely to be daily active users than desktop users. They're more likely to use Facebook six or seven days of the week.
The old computing was about what computers could do; the new computing is about what users can do. Successful technologies are those that are in harmony with users' needs. They must support relationships and activities that enrich the users' experiences.
Users spend most of their time on other sites. This means that users prefer your site to work the same way as all the other sites they already know.
Words have users, but as well, users have words. And it is the users that establish the world's realities.
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