6 Matching Annotations
  1. Last 7 days
    1. In many ways, being critical is easier than being generative. Our society values criticism much more than it does creation, constantly engaging us in judging and analyzing rather than generating and creating things. It’s also easy to provide vague, high level critical feedback like “Yeah, it’s good” or “Not great, could be improved”. This type of critique sounds like feedback, but it’s not particularly constructive feedback, leading to alternatives or new insights.

      I personally think this kind of shallow criticism is mainly due to the heavy influence of social media. Platforms like Instagram, Twitter, and TikTok encourage quick, surface-level reactions, likes, emojis, or short comments, rather than thoughtful, in-depth feedback. People are trained to respond instantly, often prioritizing attention or social approval over meaningful engagement. This environment promotes brief, generalized judgments such as ‘cool’ or ‘not my vibe’ instead of nuanced suggestions or creative insights, which can make it harder for individuals to practice giving or receiving constructive criticism in more substantial contexts.

  2. Oct 2025
    1. In my experience, ideas come from surrounding yourself with rich context.

      This made me think of the phrase "with age comes wisdom". I think most people can agree that nowadays, people don't really use this phrase because they don't believe in it. But I think the phrase still holds some truth, as this passage describes. With age (and time), you can gain experience through trial and error in whatever you are doing. Experience cannot be taught; one must go through it themselves to gain the wisdom/knowledge from it.

  3. Sep 2025
    1. Once you have defined goals, personas, and scenarios, the final challenge is to try to explain the problem you’re solving to other people. If you can’t do this, you can’t convince them you have a real problem to solve, you can’t convince other people to help you solve it, and you certainly can’t convince a boss or an investor that you should spend time on solving it.

      In one of the other INFO classes I'm taking this quarter, we discussed systems thinking, which involves many independent parts working together to achieve a common goal. I think in the same sense, the use of personas, scenarios, and defining goals is similar to the systems thinking process that I am learning about in the other class.

    1. Now, that doesn’t mean that a situation is undesirable to everyone. For one person a situation might be undesirable, but to another, it might be greatly desirable.

      This reminded me of selecting which kart to use when playing Mario Kart. When you observe the overview for each kart, it shows you the stats for the kart's speed, acceleration, steering, etc. Each kart has different stats across the board, with both strengths and weaknesses. But they are all balanced by their stats. If one kart has really high stats for speed and acceleration, it may not have that high of steering. A kart might even just have average stats across all attributes. Likewise, when talking about desirable and undesirable situations, you must sacrifice some parts to improve other parts; you can't have everything at once.

    1. After some time, I also realized that if design was problem solving, then we all design to some degree. When you rearrange your room to better access your clothes, you’re doing interior design. When you create a sign to remind your roommates about their chores, you’re doing information design. When you make a poster or a sign for a club, you’re doing graphic design. We may not do any of these things particularly well or with great expertise, but each of these is a design enterprise that has the capacity for expertise and skill.

      This paragraph made me realize how simple the title "Designer" is on paper, but the variety of expertise in designing is almost endless. As the text mentions, designing can be as simple as everyday problem-solving, such as rearranging your room, but it can also become extremely complex, like software engineering. I've always naturally associated the term "design" with art-related professions such as interior design, but I see that it stretches far beyond my narrow perceptions.

    1. Then, repeat this process of analyzing the problem, designing, and testing (which we call iteration) until you converge upon an understanding of the problem and an effective solution.

      As I read this description of the human-centered design paradigm, it reminded me of the "scientific method" that I learned about in elementary school. To me, it seems like the scientific process of observing, questioning, coming up with a hypothesis, experimenting, and arriving at a conclusion is very prevalent in this paradigm as well. I know that the scientific method is applicable in many cases, but I find it interesting how even in complex topics such as these, the basis of all these "paradigms" and formulas all wind up back to the same method.