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.
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.
Trail conflicts can and do occur among different user groups, among different users within the same user group, and as a result of factors not related to users' trail activities at all. In fact, no actual contact among trail users need occur for conflict to be felt.
To design an easy-to-use interface, pay attention to what users do, not what they say. Self-reported claims are unreliable, as are user speculations about future behavior.
In a user lead model, users are bringing in their own technology... and you can build software then, around 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.
The school at which you studied - design school, disruptive school, TRIZ school, user-centered innovation school, etc - determines the specific words you use.
During the summer of 1963 between my junior and senior years, I began a research project on hypothermia in the Department of Surgery with Sidney Wolfson. I quickly became fascinated by the project and continued working on it throughout my senior year.
The best user experiences are enchanting. They help the user enter an alternate reality, whether it's the world of making music, writing, sharing photos, coding, or managing a project.
Think of how Wikipedia works, how Amazon harnesses user annotation on its site, the way photo-sharing sites like Flickr are bleeding out into other applications. We're entering an era in which software learns from its users and all of the users are connected.
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.
It is easier to talk than to listen. Pay attention to your clients, your users, your readers, and your friends. Your design will get better as you listen to other people.
Problems with visual design can turn users off so quickly that they never discover all the smart choices you made with navigation or interaction design.
I wish I could tell you the recipe for figuring out who the target user is for your product and who your users should be, but... there isn't a recipe. It comes down to think really hard and use your judgement to figure out who you're really building this for.
I consider that the Golden Rule requires that if I like a program I must share it with other people who like it. Software sellers want to divide the users and conquer them, making each user agree not to share with others. I refuse to break solidarity with other users in this way.
What is the user problem that once we solve users can't live without?