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12 results for “user experience”
...a really bad experience because, you know, you stare at a blank input. You need to do something. You need to initiate the thing. You need to ask the right questions, put in the right prompt. You might not know what kind of response you will get unles
...user's coming from. They think only about a certain state that someone's in right now. And that context, if they lack it, can hurt them and hurt their experience. I think that they often are too indirect, so they have complex ways of manipulating dat
command lines, agents, IDs are kind of moving moving, to not be cool anymore since and it makes a lot of sense. You just wanna edit some CSS things, some, like, color stuff. And so I could see why not just telling the agent, hey. Just come on. Change
...problems. You're trying to get to the hard user problems. Like, what is it they really want? You're trying to think about the system and how it shows up in all these different places. Yep. The brand, the way that you're able to incorporate culture, t
But then there's actually the aesthetics, every layer. How you architect, say, like, the front end code and architecture, how they, you know, how the reactive stays sync and how you render stuff to, like, how do you, like, store these objects, how th
...of the experience that you're meant to pay extra attention to. And that I think that's good. But sometimes design just gets in the way. That we try too hard. You're putting too much weight on the user to overcome the interface and completely learn a
what should be in code, that is, I think, much more blurry than it used to be. Used to be that we had, obviously, this, like, very kind of waterfolly process of, oh, yeah. We're gonna go gather some requirements, and then we're gonna go, you know, ma
...experiences that you create are no longer bound to the scope of a surface. Just think about even how you interface with like a chattyPT, like in one conversation, you're going in multiple different directions. One, you're asking about the weather and
...for the user right on? It's like, hey. I'm actually not gonna you you need to make some aesthetic choices, early on. Yeah. I I feel very strongly that, across the Fumo platform, we should do our best to find ways to help people explore more of the sp
Right. Because it was seen as a very kind of solitary thing. Like, this is my vision. I'm gonna design it. You can maybe make some improvements, but this is my thing. Yeah. A lot of designers at that point were coming from an agency culture where, yo
Because I think that's the other piece of design is it's not just the artifact. It's knowing this is good, and, you know, we're gonna put the right sort of message behind it. And so for aesthetic, I mean, the ability to go think of all the possibilit
...user despite people using us for powerful things. That's something that we work on a lot as an organization. Do you find yourself curious about the next layer of non flat digital screen design interfaces? How do you think about the other potential sp
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