Attractive things work better.

Scientists are always skeptics.

You won't catch me giving clear lectures.

Everyday people are not very good designers.

A good designer will actually design the company.

Knowing how people will use something is essential

People Propose, Science Studies, Technology Conforms.

The hardest part of design ... is keeping features out.

To me, error analysis is the sweet spot for improvement.

Academics get paid for being clever, not for being right.

Simplification is as much in the mind as it is in the device.

Having the best product means nothing if the people won't buy it.

In my opinion, no single design is apt to be optimal for everyone.

A challenge to the designers of the world: Make signs unnecessary.

I prefer design by experts - by people who know what they are doing

I believe that robots should only have faces if they truly need them

Beauty and brains, pleasure and usability - they should go hand in hand.

So what does a good teacher do? Create tension - but just the right amount.

Market segmentation s a natural result of the vast differences among people

Forget the complaints against complexity; instead, complain about confusion.

We expert teachers know that motivation and emotional impact are what matter.

User-centered design means working with your users all throughout the project.

Only the most sophisticated of beings can lie and cheat, and get away with it.

If you're more susceptible to interruption, you do more out of the box thinking.

If you think the products don't match what you want from a product, don't buy it.

In design it is important to shoe the effect of an action. ... Feedback is critical.

It was always amusing to be inside Apple and read what journalists said we were doing

AS for all those mistakes I make - they are on purpose - to teach you how to deal with them

Readers always seem to think that the author has some control over the design of their books.

The current paradigm is so thoroughly established that the only way to change is to start over again.

Rule of thumb: if you think something is clever and sophisticated beware-it is probably self-indulgence.

Behavioral design is all about feeling in control. Includes: usability, understanding, but also the feel.

How do you discover a need that nobody yet knows about? This is where the product breakthroughs come through.

Complexity is acceptable as long as it is intelligible and necessary. We want to avoid needless complications.

The best kind of design isn't necessarily an object, a space, or a structure: it's a process- dynamic and adaptable.

The design of everyday things is in great danger of becoming the design of superfluous, overloaded, unnecessary things.

Attractive things work better When you wash and wax a car, it drives better, doesn’t it? Or at least feels like it does.

Learning should take place when it is needed, when the learner is interested, not according to some arbitrary, fixed schedule

Also note that invariably when we design something that can be used by those with disabilities, we often make it better for everyone

Simplicity design axiom: The complexity of the information appliance is that of the task, not the tool. The technology is invisible.

Any time you see signs or labels added to a device, it is an indication of bad design: a simple lock should not require instructions.

When a device as simple as a door has to come with an instruction manual—even a one-word manual—then it is a failure, poorly designed.

I think there is a tendency in science to measure what is measurable and to decide that what you cannot measure must be uninteresting.

Our information lives will be better served when we are free to get to our information from wherever we are, with any device available.

Design is really an act of communication, which means having a deep understanding of the person with whom the designer is communicating.

If people keep buying poorly designed products, manufacturers and designers will think they are doing the right thing and continue as usual.

And to get real work experience, you need a job, and most jobs will require you to have had either real work experience or a graduate degree.

Technology may change rapidly, but people change slowly. The principals [of design] come from understanding of people. They remain true forever.

The problem with emotion was that it was clearly something important, but-at least according to the old philosophy-it was something to overcome.

Am I an Apple bigot? No. I can critique their products and their customer service philosophy. But overall, they do better than any other player.

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