Also note that invariably when we design something that can be used by those with disabilities, we often make it better for everyone
Donald A. NormanRead
If people keep buying poorly designed products, manufacturers and designers will think they are doing the right thing and continue as usual.
Interpretation
Consumer choices influence product design and quality.
This quote by Donald A. Norman highlights the responsibility of consumers in shaping the market. If buyers consistently choose poorly designed products, manufacturers and designers may mistakenly believe that their designs are acceptable, leading to a stagnation in quality and innovation. It emphasizes the critical role of consumer feedback in driving improvements in design and functionality.
In practice
In a discussion about product reviews, one might say, 'As Norman pointed out, if we keep buying poorly designed products, nothing will change.'
Also note that invariably when we design something that can be used by those with disabilities, we often make it better for everyone
When you have trouble with things—whether it's figuring out whether to push or pull a door or the arbitrary vagaries of the modern computer and electronics industries—it's not your fault. Don't blame yourself: blame the designer.
User-centered design means working with your users all throughout the project.
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.
The hardest part of design ... is keeping features out.
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.
In a sense, communications networks can be defined entirely by who has cryptographic keys, and I think a lot of networks will work that way in the future.
More and more we are into communications; and less and less into communication.
We believe a truly new kind of game entertainment will not be realized unless there is a new way to connect a player to his game.
I have always felt it is my destiny to build a machine that would allow man to fly.
Web 2.0 ideas have a chirpy, cheerful rhetoric to them, but I think they consistently express a profound pessimism about humans, human nature and the human future.
I find that creative streak I think often leads in programmers to be good predictors of where culture as a whole is going to go. And that is where I think I've tried over the years to in some ways use my customers as a filter or a predictor of where technology as a whole is going to go. Or where the world as a whole is going to go.
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