Even the iPhone—generally the baseline for good user experience on a digital device—doesn’t anticipate that someone might not want to be pestered with a random phone call when he is in the middle of a business meeting that is sitting right there in the iPhone’s own calendar.
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Products designed and built to achieve business goals alone will eventually fail; users’ personal goals need to be addressed.
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but it really doesn’t address the first question any designer should ask: Why is a user performing an activity, task, action, or operation in the first place?
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A general guideline of interaction design that seems to apply particularly well to productivity tools is that good design makes users more effective.
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If the task is to enter 5,000 names and addresses into a database, a smoothly functioning data-entry application won’t satisfy the user nearly as much as an automated system that extracts the names from the invoicing system.
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We tend to form mental models that are simpler than reality.
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One of the most dangerous practices in product development is isolating designers from the users, because doing so eliminates empathic knowledge.
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Personas help us understand which tasks are truly important and why, leading to an interface that minimizes necessary tasks (effort) while maximizing return.
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It starts with a “day in the life” of the persona using the product, describing high-level product
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