Digvijay Singh Shekhawat

— Luck

Luck isn't just some coincidental factor. It’s the hidden element on the field that favours those who act on the desire. If you can’t understand that, you have no right to live in this world of victory and defeat.


Improve so that you are ready to grab that chance when it comes around. Figure out where the chance might fall, then wait for it there. The goddess of fortune only smiles at those who can sniff it out.

— The game

I am under the impression that cognitive function improved when you learn a new skill – make new brain pathways, exercise brain plasticity, all that kind of stuff. So I would hypothesize that any game with a significant learning curve is beneficial for your

brain. But once you get even reasonably good at the game, the benefit is done. Continuing to play probably does nothing.

So find a game that you suck at, play till you are reasonably competent (but not good), then drop it and find another game you suck at.

— ADs

AIDA – Attention, Interest, Desire, Action

- Talk about something that interests people and grab their attention. Then, hit their needs and call on them to click your link.

— The beginning of end

Struggle to pursue the path, which you yourself desire. Pain promotes growth and there are no meaningless death.


The sphere I threw upon this land, which by receiving an "impetus" had taken the forms of a rock, a cluster of moss, wolf…

is now walking in form of a human, seeking an even greater stimulus.

— Product Cycle

The success of a product depends on more than utility and usability alone. Products which are usable, useful, findable, accessible, credible, valuable and desirable are much more likely to succeed in the market place.


The dynamics of use are the cycle that runs from no-use, to use (and possibly personalized use) and then through to disuse. Designers can play a different role in each part of the cycle to try and ensure the longevity of their designs in the marketplace.

— Holocracy

"If this was my company, what would I do?"

In a Holacracy-powered organization, there are no more managers.

With authority clear and distributed, no one has to tiptoe around an issue to build buy-in, or push to get others to see things the same way they do. This frees people to take

action confidently, knowing that a legislative process has granted them that authority with due input and consideration. And at the time same, someone with clear autonomy is free to ask for help, input, and dialogue, and others are free to give it and pitch their opinions, without any risk of the process devolving to a consensus deadlock or an autocratic decree from a busy leader too far removed from the issue. As soon as the

authority holder gets enough input to confidently make a decision, he or she can comfortably cut off the dialogue, thank those involved, and make that decision. And all of this builds greater flexibility, responsiveness, and adaptability into the organization.


It also liberates the creative energy of former managers in surprising and powerful ways. To return to our earlier analogy, if the human body weren't a distributed-authority system, with the various cells, organs, and systems each holding clear autonomy, authority, and responsibility, the conscious mind would have a huge management burden.

— Information Hunt

Information foraging is a theory that applies the ideas from optimal foraging theory to understand how human users search for information. The theory is based on the assumption that, when searching for information, humans use "built-in" foraging mechanisms that evolved to help our animal ancestors find food. Importantly, better understanding of human search behavior can improve the usability of websites or any other user interface.

— Heckel's Law

“The quality of the user interface of an appliance is relatively unimportant in determining its adoption by users if the perceived value of the appliance is high.” —Heckel’s Law (by N. Derett)


So, if we want to build products that will be adopted and used, it is not enough to simply develop products that are effective in one key area; they must:


- satisfy the core demands, and

- provide a positive response or little emotional response at all.


Objects and products are judged not only by how they behave but also in terms of their superficial characteristics, which often serve no tangible benefit to the user. Therefore, our focus should be dependent on what the product is for. If it is to help users carry out some important goal, then the user experience is of the utmost importance. In contrast, if objects are purely for the purpose of aesthetic enhancement, such as a wall poster or ornament, the focus should be on the superficial qualities.

— Tools

To design products with positive user experiences, we must identify the wants, needs, and expectations of the intended users, and develop designs that accommodate any variations without sacrificing usability.


A disconnection between the users’ wants, needs, or expectations and the perceptible characteristics of the product almost inevitably leads to disappointment or some other negative emotion. When the product satisfies and meets the expectations of the user, we are moving ever nearer to inducing a positive emotional response.


By increasing the amount of time someone must dedicate to a task, you are also increasing the likelihood they will simply abandon the task/product to preserve their sanity.


Objects should facilitate, support, and enable the users to achieve their aims and objectives, rather than be the focus of attention.


It is essential that there are objects that merely exist for our sensory pleasure, such as paintings and ornaments, but usable things should generally enable the users to act unconsciously, almost without the awareness they are actually using it.


The ability to predict the results of our actions is essential when interacting with tools, devices, machines, technologies, and any other usable item in our environment. Over time, we store information in our long-term memory of how things behave. These stored representations of the world inform our every move. A breakdown between these representations and the events following any human-object interaction is likely to result in some form of negative emotional experience.

— Appropriation

Appropriation is useful to designers. If a product can be put to more than one use it is likely to have increased longevity. If the alternate uses are popular – they can also lead to increased sales of the product.

— Disposition

These simple scenarios demonstrate the influence of the person's disposition, his/her cognition (i.e., thoughts about the incident), and the design of products and technologies on our emotions. While the first two factors (disposition and cognition) must be taken into consideration, and all three factors (disposition, cognition, and design) are inextricably linked in determining the person's eventual emotional state, the influence of design on emotion (to somewhat state the obvious) should be central to our thinking as those who design and develop products and technologies for human users.



These simple scenarios demonstrate the influence of the person's disposition, his/her cognition (i.e., thoughts about the incident), and the design of products and technologies on our emotions. While the first two factors (disposition and cognition) must be taken into consideration, and all three factors (disposition, cognition, and design) are inextricably linked in determining the person's eventual emotional state, the influence of design on emotion (to somewhat state the obvious) should be central to our thinking as those who design and develop products and technologies for human users.


What we refer to as 'emotions' are psychophysiological changes, which occur naturally and, as stated above, due to events in our surroundings. These changes are mediated by our cognition (i.e. how we interpret information), our disposition (i.e. how we feel at the time) and environmental factors (i.e. things taking place outside the person's body). It is, therefore, the role of the designers to both understand how we are affected by the products they design and how they can be developed to (on a small scale) improve the associated user experience, and (on a much grander scale) improve our lives.

— Usability

The ISO 9241-11 standard on usability describes it as:

“The extent to which a product can be used by specified users to achieve specified goals, with effectiveness, efficiency and satisfaction in a specified context of use.”

– ISO 9241 Ergonomics of Human System Interaction


Usability is the outcome of a user-centered design process. That is a process which examines how and why a user will adopt a product and seeks to evaluate that use. That process is an iterative one and seeks to continuously improve following each evaluation cycle.


“Usability, fundamentally, is a matter of bringing a bit of human rights into the world of computer-human interaction. It's a way to let our ideals shine through in our software, no matter how mundane the software is. You may think that you're stuck in a boring, drab IT department making mind-numbing inventory software that only five lonely people will ever use. But you have daily opportunities to show respect for humanity even with the most mundane software.”

— Complex System

Breaking things to their fundamentals and studying them has been the foundation of science, but studying the whole instead of the fundamentals is a total different thing which gives a total different perspective. Thet complex systems.

— Art

UX Design discipline has far more stronger impact on products, service, and brand than just designing the interfaces. But the word Art has always been a trigger, that drives this aesthetics vs science arguments in UX community.


Art is generally regarded as self-expression done to satisfy oneself and it goes against the job’s principle of satisfying the user. Although I agree with this, but I consider art more like aesthetic appreciation rather than personal expression, it’s the experience it triggers to its audience.


This definition is more inclusive in terms of what we consider art, and this reversed view also makes the arguments more objective. Example is a persona who prefers some brand due to their aesthetic 'taste' will appreciate the same aesthetic complexity in the products they use.​​


Duality of Science and Art? idk!

— Processes

In my early days, I found these sacred texts on design thinking and thought that this was Thy Way. Thy Way to create successful products with no failure, so I researched and consumed a lot of it. Later I was introduced to Agile methodologies and realised that they were very contradicting.


So after all the frustration to figure things out, here are my current views:

- There is no real Thy Way. Being pragmatic is much better, adjusting the strategies according to the product, client, and timelines is the real deal.

​​- In an abstract sense, the ideal process is to diverge and converge throughout the product lifecycle in repeating loops.