13 Matching Annotations
  1. May 2025
    1. Error prevention is the idea that user interfaces, when they can, should always prevent errors rather than giving feedback that they occurred (or worse yet, just letting them happen).

      I like this point because it feels like good design is almost invisible when it works; users don’t even notice the protections until they avoid a mistake. In my experience, forms that disable the submit button until all fields are valid or show inline validation save so much time and frustration. I agree that catching issues before they happen is always better than trying to explain a cryptic error after the fact.

    1. While situated evaluations like experience sampling can reveal the context in which something is used, it can be challenging to evaluate whether a design is working at scale

      I like how this sentence calls out the trade-off between deep insights and broad applicability. Experience sampling can feel like a backstage pass into users’ real lives, showing details we would never spot in a lab, but those same details might not hold once we roll our design out to thousands of people. Reading this makes me rethink my process: I plan to kick off with a handful of in-context tests to uncover hidden behaviors, then follow up with larger A/B experiments to make sure what we’ve learned scales. That layered approach seems much more reliable than betting everything on one method.

    1. Defaults represent a designers’ beliefs of a user’s most likely expectations, intents, and tasks. It’s important to remember that there is no “average user,” and so your choice of defaults will inevitably serve some people better than others. For example, if Google detects that a browser is in the United States, what language should it default too?

      I agree with this point that defaults often dismiss them as a mere convenience, but they weigh in shaping the experience for diverse users. This reflection did make me realize that I do need to scrutinize every default I set. I must ensure language options, privacy settings, or visual themes don’t marginalize someone inadvertently. For my own projects, this perspective highlights the ethical dimension of interface design it’s not merely about what benefits everyone, but what aids most people. From now on, I will make it my practice to involve representative users in decisions regarding defaults, for that way my designs do truly serve the breadth of possible stakeholders.

    1. You don’t make a prototype in the hopes that you’ll turn it into the final implemented solution.

      I really appreciate this reframing of what a prototype is for. I completely agree that too often teams treat prototypes as mini-products and get locked into improving them rather than learning from them. Emphasizing that prototypes are disposable encourages a more experimental mindset, where failure isn’t a setback but a step toward clarity. This perspective is useful for my own projects because it reminds me to set clear learning goals before building anything, so I don’t waste time polishing details that may turn out to be irrelevant.

  2. Apr 2025
    1. Even small wording differences can substantially affect the answers people provide.

      I agree with this because I have seen firsthand how changing just a few words in a question can completely change how people respond. This made me realize that wording is not just a small detail but a critical part of creating fair and unbiased surveys, and it has made me more careful about how I phrase questions, even in everyday conversations.

    1. Don’t simply copy the designs you find in your research. The competitors may not be using best practices. Instead, be inspired by the solutions found in your research and adapt the solutions to fit your brand, product, and users.

      I agree with this idea because sometimes even big companies make design mistakes that users don't like, but people assume it's the "right" way just because it's popular. This made me realize that doing a competitive analysis should be about critical thinking, not just following trends, and that we should always focus on what’s best for our own users and goals.

    1. Because critiques are inherently negative to some extent, some approaches to critiques can be abusive.

      This sentence stood out to me because it highlights something we don’t talk about enough: how damaging poorly handled critique can be. I’ve experienced this in real life, where feedback felt more like an attack than something helpful, and it made me shut down rather than improve. I completely agree with Ko’s point that we need to be intentional in how we frame critiques, especially for beginners who are still building confidence. This reminded me that being honest doesn’t mean being harsh, and that how we say things matters just as much as what we’re saying.

    1. Why would you spend a bunch of time generating good ideas when there are so many good ideas already out there?

      I found that this perspective is both refreshing and practical. I used to think that being creative meant coming up with fully original ideas; in addition to that, Ko's suggestion that we can remix and build on existing ideas makes creativity feel more accessible. It also reminds me that research and observation are important parts of the creative process. This changes the way I approach design, and I do not need to start from scratch; I can start from somewhere to make it better.

    2. That time you said something creative and your mother called you weird? You learned to stop being creative.

      This sentence resonated with me while I was growing up. I have experienced occasions such as this one, particularly while in school when a creative idea received laughter or a dismissal, which made me feel less confident in the sharing of ideas. I agree with Ko that our creativity atrophies because we do not practice it; in addition to that, society often discourages it. This made me realize that regaining creativity isn't about talent; it's about permitting yourself to try, to fail, and to keep on trying again.

    1. A persona is only useful if it’s valid. If these details are accurate with respect to the data from your research, then you can use personas as a tool for imagining how any of the design ideas might fit into a person’s life.

      I found this part insightful because it highlights a problem I hadn’t thought much about: how easy it is to create personas based on assumptions rather than real data. I completely agree with Ko that a persona is only useful if it reflects actual users’ experiences. Otherwise, you're just designing for a fictional person who may not exist, which defeats the purpose of human-centered design. This made me realize how important it is to take the time to ground personas in research I can’t just make one up to check a box. I now see personas less as creative writing exercises and more as tools that need to be backed by evidence, especially if we want our designs to be inclusive and effective.

    1. That means that problems are inherently tied to specific groups of people that wish their situation was different. Therefore, you can’t define a problem without being very explicit about whose problem you’re addressing

      I really connected with this idea that a problem doesn’t exist in a vacuum it always belongs to someone. I’ve never thought about it that way before, but it makes total sense. It reminded me that saying something is a "problem" without knowing who it's a problem for is kind of meaningless. This changes how I think about user-centered design because it pushes me to not just design for people, but with them. I agree completely that being explicit about whose needs you're focusing on is essential for making ethical, effective design choices.

    1. Design justice argues, then, that some designs, when they cannot be universal, should simply not be made.

      This sentence really did stand out to me because it challenges the idea that just because we can design for something, we should do so. I’ve truly never thought about design as something that could harm or exclude people. However, this specific example made it extremely clear especially the portion about soap dispensers not working for darker skin. I agree with the idea that justice along with inclusion should be central in design, and I like how this chapter made me think more analytically about who is left out of the things we create. It did make me start to question just how frequently profit and convenience get prioritized over fairness.

    1. After all, look around you: nearly everything in the space you’re reading this in is designed by someone, somewhere, to solve some problem.

      I never really thought about how even the smallest things like my chair or the shape of my water bottle were designed intentionally to solve specific problems. It made me realize that design is everywhere, not just in apps or websites, and that got me seeing my surroundings in a totally new way. I agree with the author 100% that this perspective makes everyday stuff feel way more interesting and thoughtful than I ever gave it credit for.