16 Matching Annotations
  1. Oct 2025
    1. Through employing the five steps of the design process: empathize, define, ideate, prototype, and test, we engage in a practice that is planned, adapted to an audience, shaped by human motives, responsive to situations, persuasion seeking and concerned with contingent issues, or in short, rhetorical discourse

      This ties back to the discussions of accessibility by having an accessible design that all users can enjoy and gain from the UX it makes a statement that the designer cares about their topic and cares the same amount or more about their users.

  2. Sep 2025
    1. David Berman on Sustainable Design Thinking Strategy
      1. It is interesting how he opens up his discussion to slowly introduce that design isn't just about doing it for marketing or 'profit' as he pointed out. When watching this it helps a person realize that design is so much more powerful than that if you put it towards another cause. Design could end up being the solution to some of the biggest problems in society.

      2. A very important point he made was that improving accessibility is beneficial to many more people than just the people that initially needed it such as people with disabilities. From this i think a good takeaway is that design should always be considerate of any disabilities/needs that the audience might have because sometimes that design is just better for everyone in general.

    1. UX Application: Loss Aversion

      one example of this is when amazon displays at the top of the screen that for a certain amount more spent users can get free shipping

    2. UX Application: Anchoring

      Many fast food menus only display the medium/large prize of their foods this way users see a benefit in still purchasing something for the cheaper small size

    3. UX Application: Serial Position

      Many apps do this by putting good headlines for their subscription packages by making interesting headlines and putting the purchase button on the bottom. This might have some people not bothering to read any other info

    4. Serial Position Effect

      This one is significant because it's important to catch the attention of people that skim read stuff by only reading intros and conclusions

    5. UX Application: Fitts's Law

      I think facebook does a good job at this because when opening the facebook app users are always prompted to make a post with the option at the top of the screen. Additionally, the area to make a post includes the text "whats on your mind" which could prompt users to post something no matter how significant their post will be

    6. Hick's Law

      I think this one is interesting because as a user of many apps and website now I realize that all of my prefered things to use are because they don't take long for me to do what i need/want.

    7. UX Application: Hick's Law

      I think the way food delivery apps are designed implement this idea to minimize how long it will take for users to choose where to order. Apps such as doordash quickly organize list of restaurant near you and point out their popularity. If they made you search for the restaurant yourself using a map that would take too long and might even discourage people from ordering

    8. Confirmation Bias

      An example of confirmation bias is if someone dislikes a person a lot it can be very difficult for them to stop disliking the person because they might refuse to believe any good things that the person has done. The person will only listen to negative things and aspects about the person and grow their dislike even more.

    1. Internal Trigger

      Maria Echeverri: I thought learning about internal triggers was interesting because it sounds like a very effective way of increasing the use of an app/website. By making your experience the perfect thing to use when a person in is a certain location or feeling a certain way that makes it simple and even an instinct for them to use it when feeling that feeling again or being in that place again.

    2. Reactance

      Maria Echeverri: When researching Reactance i learned the importance of limiting the 'nudging' of user to do something such as buy a product or subscribe to something. By doing to much to persuade an action from a user it'll do the opposite and cause them to be more unwilling to do that thing or leave the experience all together. A good example of this is Youtube's over usage of adds with the intentions of persuading users to get premium but as many might relate this technique is more annoying to the user. When the user believes that you are trying to make the choice for them then they are way less likely to make that choice

    3. Peak-End Rule

      Maria Echeverri: While researching the Peak-end rule I discovered the many things that could affect how a user feels when using your UX such as: - If there are too many elements that inhibit users from doing what they wanted to do it is likely that the user might give up on it and leave your site - Similar to the other point if having so many elements that make using your UX seem like a long task people are likely to stop using it all together - Users need to get more rewarding experience when using your design such as very appreciative thankfulness when they donate to a cause or an exiting reminder of all that they gained for making a subscription in your app/website