Make it simple, but significant.
Don Draper
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TVSTRANGERTHINGS
hello vonnie

roma★
Game of Thrones Daily

tannertan36
$LAYYYTER

@theartofmadeline

Origami Around
Misplaced Lens Cap

Jar Jar Binks Fan Club

#extradirty
PUT YOUR BEARD IN MY MOUTH

if i look back, i am lost

izzy's playlists!
I'd rather be in outer space 🛸
Sade Olutola
Stranger Things
YOU ARE THE REASON

Love Begins

seen from Finland
seen from Vietnam
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seen from France
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@designs-quotes
Make it simple, but significant.
Don Draper
Design is so simple, that's why it is so complicated.
Paul Rand
Designing a product is designing a relationship.
Steve Rogers
I almost always apply five critical components that make an experience map useful. And when I say useful, I’m thinking of two key criteria: First, it can stand on its own, meaning it can be circulated across an organization and doesn’t need to be explained, framed or qualified. Like others, we make our experience maps large, often greater than five feet long. They’re meant to engender a shared reference of the experience, consensus of the good and the bad. Second, it’s clearly a means to something actionable—ideally something to design around—and not an end in and of itself. A good experience map feels like a catalyst, not a conclusion.
From Adaptive Path
A line is a dot that went for a walk
Paul Klee
[Functionalism] is not enough. Design should also be sensual and exciting.
Eettore Sottsass
Bad design happens for good reasons.
Chris Lüscher
Simplicity is really about comprehension and clarity of purpose. It has tricked us into thinking its about less. But it’s really about having just enough.
《52 weeks of ux》
The details are not the details. They make the design.
Charles Eames
The right interaction or technology is the one that best meets the persona’s needs, and not merely the newest or most exciting.
The big difference between someone who is a UX professional and someone who isn’t comes back to that word: responsibility.
You never change things by fighting the existing reality. To change something, build a new model that makes the existing model obsolete.
Successful products happen by fundamentally changing people’s perception of what will fulfill their need and providing a painless transition into the “new”.
There is no such thing as information overload, just bad design. If something is cluttered and/or confusing, fix your design
Turn yourself into a constant redesign machine. Think about how to improve any product and service that you see. Including a door handle and a coffee machine. Observe people around you and analyse patterns in their behaviour, problems that they encounter using certain products etc. Whenever you’re tempted to design something, stop yourself and try to describe: who’s the Customer, what’s the Problem and what could solve the Problem (the C-P-S Hypothesis).
Experience Design is about emotion