Usability methods are like sandpapering a chair. If you are making a chair, the sandpaper can make it smoother. But no amount of sandpaper will turn a chair into a table.
A powerful tool in the early stages of developing scenarios is to pretend the interface is magic. If your persona has goals and the product has magical powers to meet them, how simple could the interaction be? This kind of thinking is useful to help designers look outside the box.
Run for your lives-the computers are invading. Awesomely powerful computers tackling ever more important tasks with awkward, old-fashioned interfaces. As these machines leak into every corner of our lives, they will annoy us, infuriate us, and even kill a few of us. In turn, we will be tempted to kill our computers, but we won't dare because we are already utterly, irreversibly dependent on these hopeful monsters that make modern life possible.
Keep it simple: In general, interfaces should use simple geometric forms, minimal contours, and a restricted color palette comprised primarily of less-saturated or neutral colors balanced with a few high contrast accent colors that emphasize important information. Typography should not vary widely in an interface.
We seem to be keeping old fans and are bringing on new fans that are teenagers. I think that is amazing. When I was a teenager, that was when I fell in love with music. It affected me in a deep way. That's why I love having teenagers at our shows.
Because computers have memories, we imagine that they must be something like our human memories, but that is simply not true. Computer memories work in a manner alien to human memories. My memory lets me recognize the faces of my friends, whereas my own computer never even recognizes me. My computer's memory stores a million phone numbers with perfect accuracy, but I have to stop and think to recall my own.
We don't fight about music. We don't fight about artistic direction. The things like that we could fight about, we really don't. We are pretty lucky for that.