Sublime
An inspiration engine for ideas
Nothing wonderful comes out fully formed. A good creator’s journey is one through the dark ravines and jungles of refinement. Conversational UIs are great at quickly getting to the first 70%, but suck at offering easy controls over narrower areas for iteration.
Julie Zhuo • Conversational Interfaces: the Good, the Ugly & the Billion-Dollar Opportunity
A person interprets an experience at many levels, but what appeals at one may not at another. A successful design has to excel at all levels.
Don Norman • Emotional Design: Why We Love (or Hate) Everyday Things
“The problem with the designs of most engineers is that they are too logical. We have to accept human behavior the way it is, not the way we would wish it to be.”
― Donald A. Norman, The Design of Everyday Things
Goal (form the goal) 2. Plan (the action) 3. Specify (an action sequence) 4. Perform (the action sequence) 5. Perceive (the state of the world) 6. Interpret (the perception) 7. Compare (the outcome with the goal)
Don Norman • The Design of Everyday Things
Getting bogged down in endless debate.
Teresa Torres • Continuous Discovery Habits: Discover Products that Create Customer Value and Business Value

Think First: My No-Nonsense Approach to Creating Successful Products, Memorable User Experiences + Very Happy Customers
amazon.com
Context dictates the way we prioritize our personal work.