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User experience is important to strategy.
Sep 18, 2025
The utmost thing is the user experience, to have the most useful experience.
...pay attention to what users do, not what they say.
I'm interested in a lot of the languages that drive our culture. I'm interested in user experience as language or how societal malaise takes root.
DOS is ugly and interferes with users' experience.
What happens to the Microsofts, Oracles and IBMs of the world is that when they get big enough, they don't think they need to bring that same level of focus and energy to the end-user experience.
I have my team focused on the front end, working on the user experience, and making sure we have all the wiki-like tools people need to work on the site. We're just cranking away.
User experience is really the whole totality. Opening the package good example. It's the total experience that matters. And that starts from when you first hear about a product experience is more based upon memory than reality. If your memory of the product is wonderful, you will excuse all sorts of incidental things.
The most important part of aligning various expectations is to clearly describe the problem you are trying to solve and identify at least three different ways diverse users experience this problem. The more diverse your team, the better you'll be at doing this.
Our DNA is as a consumer company - for that individual customer who's voting thumbs up or thumbs down. That's who we think about. And we think that our job is to take responsibility for the complete user experience. And if it's not up to par, it's our fault, plain and simply.
If we're honest with ourselves, our user experience hadn't kept up with the competition. In the first ten years eBay created the market. Now we're positioning ourselves to innovate off our core platform. This is not a project. We're never done.
If you need to take a step back from day-to-day operations and plot out the long-term direction of your user experience strategy, consultants can give you a perspective you can't get on your own.
I think a successful company is one where everybody owns the same mission. Out of necessity, we divide ourselves up into discipline groups. But the goal when you are actually doing the work is to somehow forget what discipline group you are in and come together. So in that sense, nobody should own user experience; everybody should own it.
Just because nobody complains doesn't mean all parachutes are perfect.
The entire customer or user experience - from raising awareness, to buying a product / taking action, to getting customer support - is going digital.
Most business models have focused on self interest instead of user experience. Those are the kinds of problems we solve to solve.
If you're building a startup or any sort of organization, take a few moments to reflect on the qualities that the people you most enjoy working with embody and the user experience of new people joining your organization, from the offer letter to their first day.
Five years ago, the heroes were technologists. Today, the heroes are designers building out a user experience. You can have the most amazing technology in the world, but if it's not put in a form that's useful and desirable, you won't be successful.
Too many companies believe that all they must do is provide a 'neat' technology or some 'cool' product or, sometimes, just good, solid engineering. Nope. All of those are desirable (and solid engineering is a must), but there is much more to a successful product than that: understanding how the product is to be used, design, engineering, positioning, marketing, branding-all matter. It requires designing the Total User Experience.
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.
As far as the customer is concerned, the interface is the product.
It's really hard to design products by focus groups. A lot of times, people don't know what they want until you show it to them.
My videos are coming from the perspective of someone who bought the device, used it and is giving impressions on the actual usage. Sometimes 2 different behind-the-scenes engienering decisions will yield the same user experience, in which case I won't even mention it.
If I had asked people what they wanted, they would have said faster horses.
Design is not just what it looks like and feels like. Design is how it works.
If we continue to treat content as an extra to information architecture, to content management or to anything else, we miss a bright opportunity to influence users. Content is not a nice-to-have extra. Content is a star of the user experience show. Let’s make content shine.
A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.
Everything at Apple can be best understood through the lens of designing. Whether it's designing the look and feel of the user experience, or the industrial design, or the system design, and even things like how the boards were laid out.
Get closer than ever to your customers. So close that you tell them what they need well before they realize it themselves
The biggest challenge for open source is that as it enters the consumer market, as projects like WordPress and Firefox have done, you have to create a user experience that is on par or better than the proprietary alternatives.
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.
What you have in most education software is that they're catering to the decision-maker who makes the budget allocations, and that decision-maker has a lot of check boxes. Does it do this? Check. Does it do that? Check. They could care less about the end user experience.
We have always tried to concentrate on the long term, and to place bets on technology we believe will have a significant impact over time. It's hard to imagine now, but when we started Google most people thought search was a solved problem and that there was no money to be made apart from some banner advertising. We felt the exact opposite: that search quality was very poor, and that awesome user experiences would clearly make money.
There is critical mass with high-speed Internet connections, so video is a good user experience. And that means there can be critical mass for advertisers.
The strategy of Tumblr is very elegant.. The atomic unit of user experience is the same as the ads.
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.
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