12 Matching Annotations
  1. Last 7 days
    1. There’s really nothing that can substitute for the certainty of actually watching someone struggle to use your design, but these analytical approaches are quick ways to get feedback, and suitable fallbacks if working with actual people isn’t feasible.

      I really agree with the reading’s point that there’s nothing like watching a real person struggle to use your design. I’ve experienced this in group projects where our design seemed perfect on paper, but once we saw users getting confused or stuck, we realized how many assumptions we had made. It’s such a valuable reminder that analytical evaluations and heuristics can only go so far—real user interaction reveals issues we’d never anticipate ourselves. This reinforces why usability testing with actual users is irreplaceable for meaningful feedback and improvement.

    2. Recognition versus recall is an interesting one. Recognition is the idea that users can see the options in an interface rather than having to memorize and remember them. The classic comparison for this heuristic is a menu, which allows you to recognize the command you want to invoke by displaying all possible options, versus a command line, which forces you to recall everything you could possibly type. Of course, command lines have other useful powers, but these are heuristics: they’re not always right.

      I found the discussion of recognition versus recall really interesting because it highlights how design can either support or burden users’ memory. I notice this difference a lot when comparing apps that use clear icons and menus versus those that rely on hidden commands. For example, some mobile apps require you to remember specific swipe actions, which can be frustrating when they’re not visible on the screen. This reading reminded me how much easier it is for users when designs rely on recognition—showing options directly—rather than expecting people to recall invisible steps from memory.

    1. he goal of most usability tests is to discover aspects of a design that cause someone to fail at some task. We call these failures breakdowns, the idea being that someone can be following the correct sequence of steps to complete a task, but then fail to get past a crucial step. Once you’ve found the breakdowns that occur in your design, you can go back and redesign your interface to prevent breakdowns, running more usability tests after redesign to see if those breakdowns still occur. Usability tests allow the designer to observe these breakdowns in person, helping them to make highly informed interpretations of what caused them, informing redesign.

      I completely agree with the reading’s point that the goal of usability tests is to uncover “breakdowns” — moments when users fail to complete a task even though they’re following the right steps. I’ve noticed this myself when building projects: everything seems fine until people outside the team start using it. That’s when I realize there are small, even silly mistakes that I never noticed because I was too familiar with the design. Just like the reading explains, observing these breakdowns helps me understand where users get stuck and how I can redesign the interface to make it clearer and more intuitive.

  2. Oct 2025
    1. clear affordances11 Rex Hartson (2003). Cognitive, physical, sensory, and functional affordances in interaction design. Behaviour & Information Technology. . An affordance is a relationship between a person and a property of what can be done to an interface in order to produce some effect. For example, a physical computer mouse can be clicked, which allows information to be communicated to a computer. However, these are just a property of a mouse; affordances arise when a person recognizes that opportunity and knows how to act upon it. To know that a user interface has an affordance, user interfaces provide signifiers, which are any sensory or cognitive indicator of the presence of an affordance. Consider, for example, how you know that a computer mouse can be clicked.

      I really agree with the idea in this passage about affordances — it makes so much sense when thinking about how we interact with interfaces every day. The point that affordances are not just about what something can do, but whether the user recognizes what can be done, feels super relevant. It’s one thing for a button to be clickable, but it’s another for users to know it’s clickable. I also like how the passage connects affordances to signifiers, like visual or sensory cues that guide users. It reminds me of how modern apps use animations, color changes, or shadows to make buttons feel “touchable.” It’s a small detail, but it really changes how intuitive something feels.

    1. prototyping isn’t strictly about learning to make things, but also learning how to decide what prototype to make and what that prototype would teach you. These are judgements that are highly contextual because they depend on the time and resources you have and the tolerance for risk you have in whatever organization you’re in.You don’t always have to prototype. If the cost of just implementing the solution is less than prototyping, perhaps it’s worth it to just create it. That cost depends on the skills you have, the tools you have access to, and what knowledge you need from the prototype.

      I used to think prototyping was something you had to do in every design process, but this made me realize it’s more about thinking strategically than just building for the sake of it. The idea that prototyping helps you decide what to learn instead of just testing something random really stood out to me. I also find it super useful that it points out how sometimes it’s better to just go ahead and build the final version if it saves time or effort. Not every project needs multiple rounds of prototypes — it really depends on your goals, skills, and the level of uncertainty. Overall, I think this perspective helps designers (especially students like us) use their time more wisely and make smarter decisions about when and why to prototype.

    1. Understanding the landscape of competitors not only helps inform your design decisions but it also helps inform the overall product strategy. A UX competitive analysis uncovers valuable opportunities to create a superior product and stand out from the competition.

      I agree with this conclusion and find it highly practical, especially given how saturated the modern market is. In most industries today, there are already countless products and services competing for users’ attention, so understanding what others are doing is essential before proposing something new. Conducting a competitive analysis helps designers identify what works, what doesn’t, and where the gaps or pain points exist that could make users choose your design over existing ones. I also think this approach is efficient because learning from similar products is a low-stakes but high-value way to begin the design process. It allows you to avoid repeating mistakes that competitors have already made while also inspiring better, differentiated solutions.

    1. The critic in a critique must engage deeply in the substance of the problem a designer is solving, meaning the more expertise they have on a problem, the better. After all, the goal of a critique is to help someone else understand what you were trying to do and why, so they can provide their own perspective on what they would have done and why. This means that critique is “garbage in, garbage out”: if the person offering critique does not have expertise, their critiques may not be very meaningful.

      I partially agree with this statement. From a professional perspective, it’s true that having a critic with expertise in the subject often leads to more meaningful and targeted feedback. Experts can identify deeper design issues, point out technical limitations, and suggest informed improvements that align closely with the problem being solved. Their insights usually help refine the project at a more advanced level. However, I also think that feedback from non-experts can still be valuable, even if it doesn’t directly address the substance of the problem. Sometimes, people outside the field can highlight user experiences or emotional reactions that experts might overlook. For example, in a UX design project, a non-expert user might not understand the interface logic or find a certain feature confusing. While this feedback might not tackle the technical side of the design, it still reveals accessibility or clarity issues that are crucial for improving the user experience.

    1. All of these strategies require some faith. You have to believe that you can generate things, you have to trust that surrounding yourself with the rich detail of the world that you will notice things, and you have to trust that by noticing many things, you’ll generate many ideas.

      I agree with this point, because without faith in the design process it becomes very easy to give up—even on an idea that has the potential to solve a real problem! Discouragement from external voices or internal self-doubt can make us abandon designs too early. That’s exactly why practicing the strategies mentioned in this chapter (finding the essence of something, building analogies, and training ourselves to notice details and externalize it) matters so much. I find this chapter useful because now I know how there is practical strategies to give me the confidence to push forward, refine ideas, and discover new possibilities. I feel like having faith is not blind optimism, but an essential mindset for transforming challenges into meaningful designs.

  3. Sep 2025
    1. . Many designers will capture this in the form of personas1,51 Adlin, T., Pruitt, J., Goodwin, K., Hynes, C., McGrane, K., Rosenstein, A., and Muller, M. J. (2006). Putting personas to work. ACM SIGCHI Conference on Human Factors in Computing (CHI). 5 Peterson, M. (2016). The Problem with Personas. Prototypr. , which are fictional people that you’ve described that attempt to capture the different types of people you might design for.

      I see the value in the author's point about personas, but I also find myself disagreeing with this approach to a certain extent. While personas can be a useful design tool to capture a specific user group, I think that creating "fictional people" risks being too abstract or even unrealistic. Sometimes these imagined profiles might not align with the real needs of users. In my opinion, instead of relying on fictional constructs, designers should gather insights through methods mentioned in previous chapters--interviews, observations, surveys... These methods help ensure that design decisions are based on real experiences and evidence rather than assumptions. Personas could serve as a way to organize and communicate findings, but they should be built on genuine user research, not imagination alone.

    1. Every design situation requires a careful account of context; effective designers simply know their options and choose the right method for the situation.

      I agree with this idea because it highlights that design is not about finding the “correct” or "best"method but about adapting flexibly to different constraints like "time, skill, or resources". What I find especially useful about this is how it extends beyond design itself. In many other fields (like health, law, engineering, etc), the ability to understand context and adapt methods accordingly often determines the success or failure of a project. This chapter really encourages me to value context awareness and adaptability as much as technical knowledge.

    1. attempts to address this, arguing that designers should assume that there will be a vast diversity in the types of people that want to use what you design, and so designing for diversity from the outset will maximize how many people can access your design

      I agree with this point, and it really speaks to me as an iSchool student because our field emphasizes the importance of diversity, equity, and accessibility. Connecting this idea with the previous chapter, I see value in recognizing that design power can shape whose voices and needs are prioritized. At the same time, I think the alternative to this issue could be creating multiple designs that meet different needs/serve various user groups. For example, designing a single interface that tries to accommodate everyone can become overly complex, whereas separate, tailored designs can provide more direct and meaningful support to specific communities.

    1. In professional contexts, design is often where the power

      I find this idea striking because it reframes design as not just a creative process, but also as source of influence over what people use daily. This also makes me wonder: does concentrating design power (for example, in a visionary leader like Steve Jobs) lead to more innovative products, or just more personal bias? I believe this question is addressed in the next section to a certain extent because a good designer must hold the essential skill of " maintaining emotional distance from ideas." This skill prevents design decisions from becoming too connected to personal ego or subjective preferences. Instead, it encourages designers(even powerful ones) to step back and evaluate ideas critically.