6 Matching Annotations
  1. Last 7 days
    1. While user studies can tell you a lot about the usability problems in your interface and help you identify incremental improvements to your design, they can’t identify fundamental flaws and they can’t tell you whether your design is useful. This is because you define the tasks. If no one wants to complete those tasks in real life, or there are conditions that change the nature of those tasks in real life, your user study results will not reveal those things. The only way to find out if something would actually be used is to implement your design and give it to people to see if it offers real value

      I think usability tests are very useful for identifying interface breakdowns. However, they can’t show whether a design truly provides value in real life. Designers often focus on whether users can complete tasks in a controlled setting. They assume that success there means success in the real world. As Ko points out, task completion alone doesn’t measure whether someone would actually want to use the product or integrate it into their routine. I’ve seen prototypes work perfectly in tests but fail when deployed because the tasks felt artificial or didn’t meet real user needs. That’s why real-world testing is so important. It’s absolutely harder and takes a lot more time, but it truly shows how people actually use a design in their daily lives.

  2. Oct 2025
    1. the purpose of a prototype isn’t the making of it, but the knowledge gained from making and testing it. This means that what you make has to be closely tied to how you test it.

      This part really changed my mind. I agree that prototyping isn’t about making something perfect, but about learning through testing. For example, in a project last quarter, I spent hours creating a polished mockup for a class app prototype without testing it with anyone. When I finally received feedback, I realized some of my design assumptions were completely wrong, and much of my work went to waste. Ko’s point makes me see that starting with quick sketches or paper prototypes can be much more effective, even if they look messy. It also reminds me to focus on what questions I want answered before building anything, so I can learn as much as possible from each test. For current group project in class and my future projects, I believe this approach will absolutely save a lot of time and also improve my design decisions,.

    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 more than resonated with this point because I’ve seen how easy it is to fall into the trap of copying competitors, especially when people are under time pressure or unsure about their design choices. In my experience, copying rarely leads to a product that feels unique or truly user-centered. It can even make the experience worse if the original design has flaws. I like that the author focuses on using competitor research as inspiration rather than a blueprint, because it encourages critical thinking and creativity. Reading this makes me want to approach UX research more intentionally, asking not just “what did they do?” but “why did they do it, and how can I make it better for my users?” This mindset is exactly what I want to achieve, and I believe this really helps me create designs that stand out but are still practical and effective.

    1. One way to avoid this harm, while still sharing harsh feedback, is to follow a simple rule: if you’re going to say something sharply negative, say something genuinely positive first, and perhaps something genuinely positive after as well.

      I feel this “hamburger” rule seems a little formulaic at first, but I realize it does work. I agree with Ko that it forces critics to find good aspects, even when a design appears weak overall. I know from my own experience that if I only receive negative comments, I will not have the motivation to solve that. However, if that is mentioned well, I'm much more open to hearing the criticism. This approach makes people slow down and actually notice the good parts of a design, instead of just tearing it apart.

    1. , people are inherently creative, at least within the bounds of their experience,

      I agree with this idea because I believe everyone can be creative in their own way. Creativity doesn’t have to mean inventing something completely new, but it can come from noticing problems or ways things could be improved. I realize that I’ve sometimes doubted my ideas because they felt small or “obvious,” but this reading helped me see that even those ideas have value.

  3. Sep 2025
    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. If you just make someone up and their details aren’t grounded in someone’s reality, your persona will be useless, because what you’re imagining will be fantasy.

      I agree with Ko’s point here that personas are only valuable if they are grounded in real data. I’ve seen how easy it is to make up a persona that sounds “real,” but doesn’t actually match people’s lives. When that happens, the design feels off because it’s built on assumptions instead of facts. I believe that "good design" isn’t just about collecting data, but also about respecting and reflecting people’s actual lives.