7 Matching Annotations
  1. Last 7 days
    1. The drawback to flat hierarchies is that the amount of options for the top level navigation can be overcrowded and it can overwhelm users. Meanwhile, using deep hierarchies can create vague top level categories that may confuse users. Going too far either way will create an unpleasant user experience, so it is better to have broader structures (more options) so that users know what to expect and can find what they need sooner.

    1. The speaker in this video talks about how segmenting a websites navigation by audience categories usually degrades the user experience, because the same information will be found in multiple categories and users may not feel as though they fit in one specific category. It should only be done in cases where there is NO overlap and each section had information that is only in that section. My takeaway is that developers and designers should consider how user needs can be best met and design a system accordingly.

  2. May 2026
    1. I predict that air gestures will spread not as a replacement for existing interaction methods, but as an alternative for achieving specific purposes.

      I think that Shota is right about air gestures not becoming a replacement for physically swiping or using a mouse, because using air gestures can only be functional for so many things and this method doesn't encompass the full functionalities that physically tapping and swiping do. It seems like developing the technologies to perfect this method would likely be very expensive and it probably would not be worth it in the long run for general usage. Overall, air gestures may present benefits in certain use cases, but they will likely not overtake traditional methods of interaction.

    1. Steve Jobs says that to create a good product, you need to put the customer first. A product that is made FOR a customer should be what they want and what they will use, not just the coolest thing you can create with a ton of bells and whistles. Rather than focusing on what you can do or the company's goal with a product, think about what the average consumer is most likely to be looking for.

    2. In this video, David Berman talks about how designers have a responsibility for how their designs affect the world (good or bad). He explains the pillars of design (profit, planet, people) and why each of them are important. One part that I found interesting was how gas from cows affects the environment, and how people could reduce this issue greatly by eating kangaroos instead, yet this hasn't been done yet. I think this relates to how humans are biased and are more likely to do familiar things. I also think that people could be swayed to do something different when given a compelling reason to.

    1. Dark patterns are the result of deceptive practices in retail, nudging, and growth hacking. Nudging and retail practices both utilize psychological bias tactics, for example using countdown timers for 'limited deals' or holding items in a cart for a limited time to create a sense of urgency and scarcity. This way, users feel pressured to make decisions quickly because of fear of missing out. Practices like this are very common and many shoppers are aware of how they are being manipulated, but will fall into the trap anyways.

    1. 5. Use Cases

      This is a test annotation using Hypothesis for our first class lecture. Already having Anaconda installed, this class activity did not give me any issues. I am looking forward to using these tools and learning new materials in this class.