Lea: The Unity design process (and how you can play a part in it)
Lea: The Unity design process (and how you can play a part in it)
Posted Feb 23, 2012 18:48 UTC (Thu) by sorpigal (subscriber, #36106)In reply to: Lea: The Unity design process (and how you can play a part in it) by khim
Parent article: Lea: The Unity design process (and how you can play a part in it)
Except that Joel was not talking about the same thing. To quote from a just before your quote:
When politics demands that various nontechnical managers or customers "sign off" on a project, give them several versions of the graphic design to choose from.
We're not talking about getting a PHB to put his stamp of approval on something so you can start working on it, we're talking about feedback from users (who are often, remember, *programmers*, and non non-technical people!)
Want to keep quoting Joel? I know you'll like this bit:
If there's one thing every junior consultant needs to have injected into their head with a heavy duty 2500 RPM DeWalt Drill, it's this: Customers Don't Know What They Want. Stop Expecting Customers to Know What They Want. It's just never going to happen. Get over it.
Ahh, vindication! GNOME users don't know what they want so their complaints are irrelevant anyway. Joel continues:
Instead, assume that you're going to have to build something anyway, and the customer is going to have to like it, but they're going to be a little bit surprised. YOU have to do the research. YOU have to figure out a design that solves the problem that the customer has in a pleasing way.
Oh wait... did you figure out how to solve the user's problems in a pleasing way? Apparently not if, after the software is 'finished', they begin screaming at you that it's not solving their problems.
Joel's often an insightful fellow but using some out of context quotes of his is wrong, especially when they say almost the opposite of what you want them to say.
