There are lots of idiotic statements and apocryphal quotes like this one, all of which basically give people an excuse not to talk to their users. The thing is, talking to your users about what they want is a gold mine of information for product designers. Your job is to pan through what they say, figuring out the common threads of the problems they're trying to solve. Once you've figured out the problems, you can then set to work designing the optimum solution for that problem, which you can then verify by, you guessed it, talking to your users again.However, talking isn't enough, many aspects of day to day work (frustrating or otherwise) go unnoticed by users, so the process doesn't stop after you've talked to them about their pain points, you need to actually watch them work. However if you don't find yourself in such a lucky position as I have — working in an animation studio while building animation software — it doesn't really matter, as task and user analysis can still be easily done. For example I no longer work in an animation studio but I've found screen recordings (solicited, or from live streams, walkthroughs, tutorials and so on) work just as well as standing over someone's shoulder when augmented with standard user interviews.Once you've gathered all the background information you need, you can plot your user requirements, these are the goals that people should be able to achieve with your product.In conclusion, the trick with task and user analysis is to do it early enough in the process for it to inform the Conceptual Design and the Architecture.