Alan Cooper quotes:

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  • I have a cell phone that doesn't behave like a phone: It behaves like a computer that makes calls. Computers are becoming an integral part of daily life. And if people don't start designing them to be more user-friendly, then an even larger part of the population is going to be left out of even more stuff.

  • Usability methods are like sandpapering a chair. If you are making a chair, the sandpaper can make it smoother. But no amount of sandpaper will turn a chair into a table.

  • The payoff of a customer-centric approach to software and digital product design is substantial and long-lasting for both companies and their customers.

  • E-mail is the most influential application ever to appear on a personal computer, and it remains sadly deficient.

  • Define what the product will do before you design how the product will do it.

  • You Don't Have to Go Home from Work Exhausted!

  • We're building what I call 'software apartheid.' We're in the process of creating a divided society: those who can use technology on one side, and those who can't on the other. And it happens to divide neatly along economic lines.

  • Ironically, the thing that will likely make the least improvement in the ease of use of software-based products is new technology. There is little difference technically between a complicated, confusing program and a simple, fun, and powerful product.

  • There's a fundamental problem with how the software business does things. We're asking people who are masters of hard-edged technology to design the soft, human side of software as well. As a result, they make products that are really cool - if you happen to be a software engineer.

  • If we want users to like our software we should design it to behave like a likeable person: respectful, generous and helpful.

  • It's harder than you might think to squander millions of dollars, but a flawed software development process is a tool well suited to the job.

  • Reducing a product's definition to a list of features and functions ignores the real opportunity - orchestrating technological capability to serve human needs and goals.

  • Design is not so much a design issue as a power struggle.

  • A powerful tool in the early stages of developing scenarios is to pretend the interface is magic. If your persona has goals and the product has magical powers to meet them, how simple could the interaction be? This kind of thinking is useful to help designers look outside the box.

  • Keep it simple: In general, interfaces should use simple geometric forms, minimal contours, and a restricted color palette comprised primarily of less-saturated or neutral colors balanced with a few high contrast accent colors that emphasize important information. Typography should not vary widely in an interface.

  • Design principle: Take things away until the design breaks, then put that last thing back in.

  • Form follows function straight to hell.

  • Well madam, have you looked in the mirror and seen the state of your nose? Boxing is my excuse. What's yours?

  • Just how do I design if not with prototyping? An excellent question. The short answer is 'on paper.'

  • If we want users to like our software, we should design it to behave like a likeable person.

  • No matter how beautiful, no matter how cool your interface, it would be better if there were less of it.

  • It has been said that the great scientific disciplines are examples of giants standing on the shoulders of other giants. It has also been said that the software industry is an example of midgets standing on the toes of other midgets.

  • There's only one thing you can use against pure logic, and that's common sense.

  • Run for your lives-the computers are invading. Awesomely powerful computers tackling ever more important tasks with awkward, old-fashioned interfaces. As these machines leak into every corner of our lives, they will annoy us, infuriate us, and even kill a few of us. In turn, we will be tempted to kill our computers, but we won't dare because we are already utterly, irreversibly dependent on these hopeful monsters that make modern life possible.

  • To our human minds, computers behave less like rocks and trees than they do like humans, so we unconsciously treat them like people.... In other words, humans have special instincts that tell them how to behave around other sentient beings, and as soon as any object exhibits sufficient cognitive function, those instincts kick in and we react as though we were interacting with another sentient human being.

  • Men do not greet one another like this ... except perhaps at rugby club dinners.

  • Past dreams of bliss our lives contain, And slight the chords that still retain A heart estranged to joys again, To scenes by memory's silver chain Close-linked, and ever yet apart, That like the vine, whose tendrils young Around some fostering branch have clung, Grown with its growth, as tho' it sprung From one united heart.

  • Because computers have memories, we imagine that they must be something like our human memories, but that is simply not true. Computer memories work in a manner alien to human memories. My memory lets me recognize the faces of my friends, whereas my own computer never even recognizes me. My computer's memory stores a million phone numbers with perfect accuracy, but I have to stop and think to recall my own.

  • Computers no longer interface with humans--they interact, and the interaction will become steadily deeper, more subtle, and more crucial to our collective sanity and ultimate survival.

  • One of the most heinous, insidious lies is the notion that you have to be an asshole to be a successful business person.

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