15 Matching Annotations
  1. May 2025
    1. If we adopt the aesthetic of designs being invisible, a good design would make the inputs, state, and outputs discoverable, clear, and efficient to use.

      Adopting the aesthetic of invisible design means prioritizing clarity and intuitiveness over flashiness, a well designed system should make it easy for users to understand what inputs are expected, what the current state is, and what the outputs will be. When design becomes "invisible," it fades into the background, allowing users to focus on their goals rather than the interface itself, this kind of usability centered thinking leads to more accessible and efficient user experiences.

    2. Some of these implicit inputs also have default values. For example, when you first used Google, your search history was empty, your language preference was chosen based on your IP address, and so on. 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?

      it's default values really made me think about how much power designers hold in shaping user experiences. I agree with the author that defaults are never neutral which they reflect assumptions that can either include or exclude users, often without the designer realizing it. This section was especially useful to me because it changed how I view design decisions; I used to see defaults as technical shortcuts, but now I understand they carry real consequences for equity and access. It’s a reminder that thoughtful design must always consider who benefits and who might be left out.

    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.

      I found this part where prototyping is as much about strategic decision making as it is about building, it requires assessing what kind of prototype will provide the most useful insights within the constraints of time, resources, and organizational risk, which means selecting the right level of fidelity and focusing on the specific questions you need answered.

    2. This means that every prototype has a single reason for being: to help you make decisions. You don’t make a prototype in the hopes that you’ll turn it into the final implemented solution. You make it to acquire knowledge, and then discard it, using that knowledge to make another better prototype.

      I love this paragraph which is powerfully reframes prototyping as a knowledge gathering activity rather than a step toward final implementation. I appreciate how it challenges the common misconception that early versions must evolve into the final product. By emphasizing learning and iteration, it encourages designers to stay flexible and critical, reducing the risk of becoming too attached to flawed solutions. This mindset shift is essential for efficient and impactful design work.

    1. cis-normativity, or the assumption that all people have a gender identity that is consistent with the sex they were assigned at birth) that has been built into the scanner, through the combination of user interface (UI) design.d-undefined, .lh-undefined { background-color: rgba(0, 0, 0, 0.2) !important; }1Jonathan Calzada, scanning technology, binary-gendered body-shape data constructs, and risk detection algorithms, as well as the socialization, training, and experience of the TSA agents.d-undefined, .lh-undefined { background-color: rgba(0, 0, 0, 0.2) !important; }1Yingying Han.6

      This paragraph really stood out to me because it shows how deeply embedded bias can be in systems we think of as neutral or technical. I never realized that something like a TSA body scanner could force people into a binary understanding of gender, but the author’s experience makes the harm and discomfort very clear. It changed my perspective on how design decisions because like making someone select "Male" or "Female" before a scan it can have serious, real-world consequences for nonbinary and trans* people. I now better understand how “neutral” technology is often not neutral at all.

    1. The fundamental idea of a walkthrough is to think as the user would, evaluating every step of a task in an interface for usability problems. One of the more common walkthrough methods is a Cognitive Walkthrough77 Polson, P. G., Lewis, C., Rieman, J., & Wharton, C. (1992). Cognitive walkthroughs: a method for theory-based evaluation of user interfaces. International Journal of Man-Machine Studies. . Despite having been published in the early nineties, the technique is quite general, since it focuses on what people are thinking while using an interface rather than the interface.To perform a walkthrough, the steps are quite simple:Select a task to evaluate (probably a frequently performed important task that is central to the user interface’s value). Identify every individual action a user must perform to accomplish the task with the interface.Obtain a prototype of all of the states necessary to perform the task, showing each change. This could be anything from a low-fidelity paper prototype showing each change along a series of actions, or it might be a fully-functioning implementation.Develop or obtain persona of representative users of the system. You’ll use these to help speculate about user knowledge and behavior.

      I really like the explanation of cognitive walkthroughs as a way to simulate how users think and behave during a task. I agree with the author that walking through every step using personas can reveal usability issues that might not be caught through other methods. What stood out to me was the emphasis on feedback and whether the user recognizes progress that something I’ve often overlooked in my own designs. However, the caution about using only one persona is valid, it's easy to default to a generalized user and unintentionally ignore diversity in user needs. This paragraph made me think how important it is to consider varied user experiences, especially when aiming for inclusive design.

    1. One of the lowest cost methods that works well for low-fidelity prototypes is a task-based evaluation (also called a “user” or “usability” test). In a usability test, you define some common tasks to perform with your user interface and you invite several people who are representative of the people you’re designing for to attempt to use your design. Usability tests can help you learn about lower level problems in a user interface (layout, labeling, flow, etc.), but they generally can’t help you learn about whether the design achieves its larger goals (whether it’s useful, valuable, meaningful, etc.). This is because a usability test doesn’t occur in the context of someone’s actual life, where those larger goals are relevant.

      I found the this paragraph on usability tests especially insightful because it highlights how controlled environments can still yield meaningful insights into a design's flaws. I agree with the author's point that usability tests are powerful tools for identifying specific breakdowns in task flows, even if they don't always capture the broader value or context of use. The idea that tasks should be framed without giving away clues was a good reminder that real users won’t have the designer over their shoulder, the design itself must communicate effectively. This section reaffirmed the importance of iterative testing and observing real user behavior rather than assuming what will work.

  2. Apr 2025
    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 couldn’t agree more. It’s easy to fall into the trap of thinking that because a competitor uses a certain design, it must be the best option — but that’s not always the case. I find this advice very useful because it encourages critical thinking and creativity rather than imitation. It reminds me that competitive analysis should be about understanding the market while innovating based on the specific needs of users, rather than just copying what already exists. This has changed my perspective a bit because I used to think of competitor research mainly as a blueprint to follow, but now I think of it more as a source of inspiration to build better products.

    1. For many years, surveyors approached questionnaire design as an art, but substantial research over the past forty years has demonstrated that there is a lot of science involved in crafting a good survey questionnaire. Here, we discuss the pitfalls and best practices of designing questionnaires.

      I find this point particularly interesting because it challenges the traditional view that survey writing is purely intuitive or creative. I completely agree that crafting effective survey questions is deeply rooted in scientific research and cognitive psychology. This reading made me realize that writing survey questions is much more methodical than I previously thought — it’s not just about asking what you want to know, but how you ask it dramatically shapes the answers you get. It definitely changes my perspective and makes me appreciate how much testing and refinement go into designing reliable surveys.

    1. One critique of all of these approaches, however, is that no design, no matter how universal, will equally serve everyone. This is the premise of design justice44 Costanza-Chock, S. (2020). Design justice: Community-led practices to build the worlds we need. MIT Press. , which observes that design is fundamentally about power, in that designs may not only serve some people less well, but systematically exclude them in surprising, often unintentional ways. Consider, for example, Black Americans, whose darker skin is often not recognized by hand soap and water dispensers in public spaces. This is not a natural limitation of technology—it is a consequence of designers choosing a sensor technology that must necessarily be calibrated for particular skin tones, and then calibrating it for white skin. Design justice argues, then, that some designs, when they cannot be universal, should simply not be made. And if they can be universal, then they should be made in ways that 1) center power inequalities, 2) center the voices of all directly impacted by the design outcomes, 3) prioritize impact on communities over designers’ intents, 4) view designers as facilitators rather than designers, 5) ensure designs are sustainable and community led, and 6) build upon and amplify the solutions that communities have already found.

      This paragraph powerfully highlights the core tension between the ideal of universal design and the reality of structural exclusion embedded in many design processes. The example of hand soap dispensers not recognizing darker skin tones is a stark illustration of how bias can be invisibly encoded into everyday technologies but not through malice, but through neglect and a narrow framing of the “default user.” What design justice brings to the forefront is the idea that designing without actively considering power dynamics isn't neutral, it perpetuates existing inequalities. I find it especially compelling that the framework not only critiques exclusionary practices but also offers a pathway toward more ethical, community-led design.

    2. first try to analyze the problem you are solving, then generate ideas, then test those ideas with the people who have the problem you are solving. 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. The premise of this approach is that by modeling a problem, and verifying solutions to it, the design one arrives at will be a better solution than if a designer just uses the pre-existing knowledge in their head.

      I like how it emphasizes that better designs come from engaging with real users rather than just relying on a designer’s intuition. But I wonder—can modeling and testing alone truly capture the complexity of a problem? It feels like there’s a risk of overlooking deeper systemic issues or missing perspectives that aren’t immediately visible in user testing. Maybe a more participatory approach could help bridge that gap.

    1. Another way to generate creative ideas is to steal them from other contexts. Why would you spend a bunch of time generating good ideas when there are so many good ideas already out there? Find those good ideas, combine them into something new, and you’ll have something even better. These good ideas can come from anywhere: look to products on the market, products that are no longer on the market, the solutions that people are already using to solve a problem.

      I really like this part and I completely feel that, this approach highlights the value of remixing and recontextualizing existing ideas, but rather than "copy and paste", which often leads to unexpected innovation. By drawing inspiration from diverse sources and combining them in new ways, we not only save time but also create solutions that are deeply rooted in what already resonates with people.

    1. Notice how a good argument actually looks something like a scenario. The difference is in the structure and the intent. The scenarios are structured as narratives and you create them to help you envision and test design ideas. Arguments, in contrast, are inherently about the causality of a problem and you write them to persuade someone that a problem is real and important. They help model the causality of a problem, revealing factors that influence, events that trigger it. They also highlight the consequences of the problem, surfacing what about the situation is undesirable to the people you’re trying to design with or for.

      I really appreciate this passage, which makes a thoughtful distinction between scenarios and arguments and highlights their different roles in design. When discussing design, scenarios help to imagine and explore potential solutions through narrative, but arguments are tools for persuasion, grounded in cause and effect. A well-structured argument can reveal the root causes and consequences of a problem, making its urgency and impact clear. I think understanding this distinction can enhance both the analytical and imaginative aspects of the design process.

    1. If you’re clever, perhaps you can find a design that’s useful to a large, diverse group. But design will always require you to make a value judgement about who does and who does not deserve your design help.

      I think this is really interesting and highlights an important tension in design, the desire for inclusion versus the reality of limitations. While clever solutions can serve different users, every design decision inevitably reflects a choice about whose needs are prioritized, and these value judgments, whether conscious or unconscious, determine who benefits and who may be excluded. It is important to critically reflect on these trade-offs in design and strive to design with fairness and empathy.

    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.

      In my opinion, design is framed as something everyone does, not just professionals, which makes it feel more universal and accessible. I think simple actions like rearranging a room or making a sign are forms of design, even if they lack the formal methods and expertise of professional work. However, while this perspective is valuable, it overlooks how structured processes and iteration differentiate professional design from everyday problem-solving.