The only important thing about design is how it relates to people.
Modernism, rebelling against the ornament of the 19th century, limited the vocabulary of the designer. Modernism emphasized straight lines, eliminating the expressive S curve. This made it harder to communicate emotions through design.
In designing hardware to be used every day, it was important to keep both the human aspects and the machine in mind. What looks good also often feels good.
I think it is very hard to design in colours you don't feel right about.
The design should make the product speak to you.
I didn't think he was a robot...but I did wonder if his emotions had been designed out of him. Of course, with a guy, how could I tell? Ha ha!
I think it's really important to design things with a kind of personality.
I design from instinct. It's the only way I know how to live. What feels good. What feels right. What is needed. Give me a problem and I will approach it creatively, from my gut.
So, to really execute design in its highest form and making people feel joy, that's a great reward.
For me, architecture is not just creating a space to protect people but to make them dream as well.
When developers of digital technologies design a program that requires you to interact with a computer as if it were a person, they ask you to accept in some corner of your brain that you might also be conceived of as a program.
The whole point of design is to make people feel better about themselves.
To touch somebody’s heart with design.
Everything has a personality: everything sends an emotional signal. Even where this was not the intention of the designer, the people who view the website infer personalities and experience emotions. Bad websites have horrible personalities and instill horrid emotional states in their users, usually unwittingly. We need to design things-products, websites, services-to convey whatever personality and emotions are desired.
It is not enough that we build products that function, that are understandable and usable, we also need to build products that bring joy and excitement, pleasure and fun, and, yes, beauty to people's lives.
God designs people's emotions so you fall in love with people who, in return, wouldn't even use your hollowed-out skull for a spittoon.
Humanizing technology is about taking what's already natural about the human-tech experience and building technology seamlessly in tandem with it.
Game designers are obsessed with emotion. How do we create the emotions that we want gamers to feel, and how can we really make it this intense, emotional experience?
Why can't we have those curves and arches that express feeling in design? What is wrong with them? Why has everything got to be vertical, straight, unbending, only at right angles - and functional?
Behavioral design is all about feeling in control. Includes: usability, understanding, but also the feel.
I had given a presentation on design and happiness for quite a long while at design conferences. I had found thinking about the topic helpful for my own practice, as it forced me to consider the fundamentals, and the feedback from the audience was always enthusiastic.
In architecture, the demand was no longer for box-like forms, but for buildings that have something to say to the human emotions.
Products were once designed for the functions they performed. But when all companies can make products that perform their functions equally well, the distinctive advantage goes to those who provide pleasure and enjoyment while maintaining the power. If functions are equated with cognition, pleasure is equated with emotion; today we want products that appeal to both cognition and emotion.
When I create a game, I try to focus more on the emotions that the player experiences during the game play.
If you don't have an emotionally engaging design for a device, no one will care about it.