A Quote by Shawn Fanning

I think then, when we started receiving the first of the user feedback, feedback from people that I had not specifically told about it, but had spread from friend to friend and then they were giving us feedback.
If you get honest feedback and do nothing about it, then the feedback will stop.
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.
Well, user feedback was excellent. Even when the software didn't work at all, there were few people who were avid users, and there were people who were just sending excellent feedback and excellent ideas.
Real-time feedback and coaching promotes learning. When feedback is connected to compensation, feedback is muted, distorted, and given less frequently.
When you're playing live, those people who you're trying to please and reach, they're right there giving you feedback. And you don't get that feedback in the studio.
It's helpful to get feedback on your work, and I think you learn a lot from reading other people's work and giving them feedback.
Ask for feedback from people with diverse backgrounds. Each one will tell you one useful thing. If you're at the top of the chain, sometimes people won't give you honest feedback because they're afraid. In this case, disguise yourself, or get feedback from other sources.
General reader feedback is usually pretty worthless. 99% of people give feedback that is irrelevant, stupid, or just flat out wrong. But that 1% of people who give good feedback are invaluable.
I don't think it was much of a forum for positive or negative feedback; it was mainly, "How can I make somebody laugh?" It wasn't a serious thing where I needed people to give me feedback.
I'm the girl that waits for the director to say, 'I like that,' or 'Can you boost it up?,' or 'Can you pull it down?' I'm that kind of actor. I started in theater, so that's the feedback that I'm accustomed to. It's the feedback that I really thrive off of.
The more feedback you give to people, the better it is, as long as the feedback is objective and not critical.
Get a feedback loop and listen to it... When people give you feedback, cherish it and use it.
I wasn't able to articulate it until after audience members gave feedback. And then, similarly, when we talked about the bromance being unique, I don't think Mark, Jay, and I really saw how special that aspect of that bromance was until our audience members sort of gave us feedback and let us know, "Hey, we've never seen a bromance like this before on television."
The truth is there's so many great TV shows out there now that none of us take absence of awards personally. The most important feedback is the feedback we get from the fans.
You have to be careful when you're getting feedback because people will give you conflicting feedback all the time, but ultimately you end up following your own inner guide.
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.
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