5 Matching Annotations
  1. Apr 2023
    1. I have deep doubts about the intellectual and social value of schooling.

      This is a very weak way to begin the essay because it always for there to be some belief bias right from the beginning instead of representing the facts first.

  2. Nov 2022
    1. deepen their understanding of place and space, and distinguishes between “an abstract realm of space and an experienced and felt world of place”

      In my opinion the best way to distinguish a place from a non-place is the level influence of place, how spatiality influences the circulation and consumption of a location. A place with a high influence of place, would be a dynamic active space ever-changing over time, almost an orginism-like.

  3. Feb 2020
    1. IN THE EARLY days of graphical user interfaces, the visual skills of a professional designer were usually applied to the design of icons, or the visual representations of behaviors such as window structures or tool bars, or perhaps at a more basic level to design typefaces. In these cases the pixels were a disappointing limitation, as seventy-two little squares per inch gives much less opportunity for artistic expression than the fluid forms of metal type, or the free flow of three hundred dots per inch. Designers, like Duane and I, who are attracted to this pixel-based world, find ourselves interested in the underlying behaviors combined with the limited pixels, so that we can create time-based user experiences as well as static graphics.

      Basically, the graphic design is about the layout of different elements. Before the era of smart devices, most of the screen-based interface designs were made for websites. And now designers are designing screen-based experience for both the mobile devices and web page. And most of them adapt the principle of the mobile-first design, which requires the designers to first think about the interface for mobile device and then transfer that experience to the desktop-size webpage. However, since the screen size of the mobile page is much smaller than the laptop, the interface design for mobile device become more and more similar to each other. We can see that after the new interface design of the Instagram came out, there are a lot of apps imitate its design. Because the size of mobile screen is limited, the visual design of elements also face the trend of homogenization. As for designers, making their product distinguishable is important but sometime it also requires compromise on the usability. (Xu)

  4. si-582-w2020.s3-us-west-2.amazonaws.com si-582-w2020.s3-us-west-2.amazonaws.com
    1. The popular vision of the house of the future is where you hardly have to getup from your easy chair. That’s not ours at all. We want the house to enableyou to lead a more active and richer life – and encourage you to do things, notto have them done for you. (cited in Hull, 2002)

      This quote touches an interesting part of interaction design. It questions the goal of the interaction design, which is whether to make the design helps people to do things or motivate people to do things. In most cases, the technology is designed to help people carry out a certain type of work more easily. For instance, the robotic sweeper is designed to save time for people sweeping their floor, and cars are designed for people to save time for traveling. However, nowadays more and more side effects can be observed from some of those designed. There are news about children spend their whole day on the iPad and become less willing to go outside. Though the iPad saves time for children to learn things, it negatively affects their health. More and more designs are aimed to motivate people to do things. Apple Watch, for instance, has this health function which allows you to set goals for exercise and visualize the achievement. But still, those designs have their contexts. In this quotation, the author wants a smart home to lead people towards an active and richer life. But different people have different lifestyles. For people who treat their home as a place to have a good rest, it might not be a bad idea to make it be able to have housework done for those people. (Xu)

    1. Reuiewen and teslen tend to comment on ''fit and finish" issues. You are trying to get feedback on the big things: the flow of the conversation, the general layout of the controls, the terminol­ogy, the expressiveness and power of the basic metaphor. With a slick soft­ware prototype, you are just as likely to hear criticisms about your choice of fonts, color combinations, and button sizes. On the back side of the same coin, developers easily become ob­sessed with the prettiness-power of a good tool, and spend their hours choosing colors instead of coming up with new ideas.

      Since the Hi-fi prototype contains too much detail, it distracts reviewers and testers' attention to those design details and makes it hard for them to focus on the overall structure of a design. And this can lead to another drawback of the Hi-fi prototype, which is that it makes reviewers and testers feel like everything is well-done. They can be easily obsessed with those design patterns and pay less attention to the interaction and navigation process. When I invited some people to test my portfolio website, since I used a lot of animation effects on it, most people would say it's very cool. Though there are some problems within the structure of the website and it sometimes makes people hard to navigate, they are expressed with the whole experience. And this makes their feedbacks less critical. But if the prototypes are just sketches, the reviewers and testers won't feel any guilty changing anything. They will try to judge the system from a higher level such as structures. In this way, their feedbacks can be more critical for designers to revise their design. (Xu)