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  1. “When The Verge asked him about the challenge of designing for Facebook’s millions of users, the designer noted that although “the scale is enormous… designing a successful product for an audience this size is very similar to designing a successful product at any scale.” Regardless of what you’re designing or for whom, the goals essentially remain the same, he says: “clarity, performance and ease of use.””

    www.risd.edu
  2. “She said children were always surprised when she made design comparisons between medieval illuminated manuscripts and Web pages. “The mixture of text and images all over the Internet is very visual, and medieval manuscripts are very visual,” she said. “These manuscripts are not paginated and the Internet is not. You can scroll and scroll and need visual aids to figure out where you are.””

    www.nytimes.com
  3. “And it's not just social media. Web layouts, under the influence of the iPad aesthetic and, increasingly, the promises of responsive design, are accentuating images. Infographics, aided by user-friendly software, are proliferating. As screens of all sizes become better able to accommodate intricate images -- and as pictures and video become cheaper and easier to publish -- these trends will likely continue. The web, aesthetically, is bending toward the visual. Just as Mitch Stephens predicted: the rise of the image, the fall of the word.”

    www.theatlantic.com
  4. “Designers are no longer designing for the device, they are designing for the experience. ”The Web provides anarchy in comparison to the neatness of apps,” explains Scott Kellum of Treesaver.net. “But the beauty of designing for the Web is that you can ship it to a 10-year-old PC, switch it to different screen sizes and you’re not tied to a store. It’s your content…The web isn’t going in one direction in particular. It’s going in lots of different directions.””

    thenextweb.com
  5. “I worry about the medium, because not enough designers are working in that vast middle ground between eye candy and hardcore usability where most of the web must be built. And there are fewer and fewer incentives for web designers to toil in these fields, since this type of work pleases web users but wins absolutely no recognition from the industry, aside from a paycheck. ("My God, it loaded so quickly and worked so well, even in IE3 on my Dad's old Dell machine." You know how awards show judges are always saying things like that? Neither do I.)”

    www.adobe.com
  6. “A major weakness of organizations is that they behave reactively rather than strategically. "We need a mobile app." "We need to be on Twitter." "We need more video." "We need to blog."”

    www.cmswire.com
  7. “User experience is comprised of a) content strategy, b) interaction design and c) visual design, all ruled by a process of user research. After all, how do you improve an experience for a user you have no idea about?”

    richoakley.com
  8. “If Steve Jobs’ legacy is anything, it will be in the dawning of the Maker Generation. We are moving away from the static and unemotional information age. Where we are really heading as a nation is a country that creates things, whether it be hardware or software across the spheres of technology, medicine, manufacturing or farming. We need to rely less on the “information”, which we are rich in, and rely more on the process of innovating, creating and making. In that sense, we need to raise a generation that aspires to “Be Like Steve”.”

    birch.co
  9. “The real genius of Steve Jobs and Apple was they created products that exuded passion and hit the core of our being. These are the things that get people excited, because they have relevance in our current time and evoke the promise of the future. Furthermore, the designs and technologies of today all evoke the fundamentals and discoveries from the past, so we do not forget our legacy and the great minds that came before.”

    birch.co
  10. “For them, designers’ un-informed use of visual nostalgia is of great concern. Leming relates the work of designers today who appropriate these styles or methods of making to the “uncanny valley.” The uncanny valley, a robotics term coined by Masahiro Mori in the 1970s, suggests that when human replicas look and act, almost, but not perfectly, like human beings, it causes a sense of revulsion among human observers. Humans can sense that it’s inauthentic—and it’s creepy. Leming views lettering in the same way. “If you draw it on paper and it has an obvious hand feel—then it feels natural and alive. If you digitize it and you don't finish it all the way—meaning bring it back so that it looks like it was made by hand and in doing so, tell the truth about its origins—it’s in an uncanny valley. Where it looks really digital, but not digital, because it looks handmade, but not handmade enough…it’s just this weird thing that happens.””

    www.aiga.org