notas leitura: The Inmates Are Running the Asylum 5

Chapter 9 – Designing for pleasure

– pag.127
“Designing for the elastic user gives the developer license to code as he pleases while paying lip service to ‘the user’. Real users are not elastic.”
– pag.129
“As a design tool, it is more important that a persona be precise than accurate. That is, it is nore important to define the persona in great and specific detail than the persona be the precisely correct one.”

– pag.147
“If you want to design software-based products taht make people happy, you have to know who those people are with some precision. That is the role that personas play.”

Chapter 10 – Designing for Power
– pag.149
“…the quality of design isn’t so much a matter of opinion and is much more amenable to systematic analysis. In other words, in the bright light of a user’s goal, we can learn quite directly what design would suit the purpose, regardless of anyone’s opinion or, for that matter, of aesthetic quality. ‘Good interaction design’ has meaning only in the context of a person using it for some purpose.”

– pag.151
“The essence of good interaction design is to devise interactions that let users achieve their practical goods without violating their personal goals.”

– pag.151
“Tasks are not goals. The goal is a steady thing. The tasks are transient. That is one reason why designing for tasks doesn’t alsways suit, but designing for goals always does.

– pag.155
designing for vs providing for

– pag.155
“People are willing to put effort into tasks because they feel it is a fair exchange between equals. In other words, users area willing to invest extra effort because they know they will get extra rewards for it.”

– pag.156
“Personal goals are always true and operate to varying extents for everyone. Personal goals always take precedence over any other goals (…) Any system that violates personal goals will ultimately fail, regardless of how well it achieves other goals.”

– pag.157
“… Hygienic factors (…) prerequisites for effective motivation but powerless to motivate by themselves”

– pag.159
“…humans have special instincts that tell them how to behave around other sentient beings, and as soon as any object exhibits sufficient cognitive friction, those instincts kick in and we react as though we were interacting with another sentient human being”

– pag.162
“What makes software polite:
(…) polite software is interested in me
polite software is deferential to me
polite software is fothcoming
polite software has common sense
polite software is antecipates my needs
polite software is responsive
polite software is taciturn about my personal problems
polite software is well informed
polite software is perceptive
polite software is self confident
polite software stays focused
polite software is fudgable
polite software is trustwhorthy”

– pag.170
“Our software-based products irritate us becaus the aren’t polite, not because they lack features.”

por Vitor Silva



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