The utmost thing is the user experience, to have the most useful experience.
We want people to stay on MySpace. We'll give them whatever they might want to do.
The fundamental truth for developers is they will build if there are users.
People are buying only one thing from you: the way the engagement (hiring you, working with you, dating you, using your product or service, learning from you) makes them feel.
A building is hard to judge. It takes many years to find out whether it works. It's not as simple as asking the people in the office whether they like it.
By investing in diverse asset types from SD video to HD video to 4K video, we can satisfy the video needs of a wide array of users.
A design isn't finished until someone is using it.
Ultimately progress is measured sort of through the eyes of users.
It doesn't matter how good your product solution is if users don't enjoy or understand how to use it.
It's better to have a few users love your product than for a lot of users to sort of like it.
Here's the thing about Apple technology: once you own a piece, you want to use it.
We are a consumer company and our success is directly linked to our users trusting us. Therefore we have the same incentive as the user: they want to see relevant advertising so their experience of Google is positive and we want to deliver it.
I don't design for myself. I design something keeping in mind that it has to please a lot of women.
There are no significant bugs in our released software that any significant number of users want fixed.
I did pick Lyft, but Lyft didn't seem amazing.
A good designer can create a design that accommodates all the constraints and still delivers an elegant, satisfying experience to the user. A great designer can go beyond this and create a design that demonstrates that some of those constraints weren’t really there to begin with.
You want people using your product because it's a part of your life, then they can't stop using it.
WhatsApp only wanted to focus on how current users were engaging with the product. Like how they did not use advertising and kept the experience uncluttered.
Don’t tell me how good you make it; tell me how good it makes me when I use it.
A product is bought to be used. It has to satisfy certain criteria, not only functional, but also psychological and aesthetic. Good design emphasizes the usefulness of a product whilst disregarding anything that could possibly detract from it.
A great product will survive all abuse. Google Glass is a great product. How do I know? Every person I put it on (I did it dozens of times at 500 Startups yesterday) smiles. No other product has done that since the iPod.
Despite my so-so-experience with the iPhone, I do love its touchscreen technology, a feature I miss with my standard-issue BlackBerry.
Web projects aren't done until I'm happy, or someone changes the password to the server. A formal release does not stop me from working on it more.
The iPad! What is better designed than that? I read magazines on it, I play Scrabble. I use it for everything.
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.