6 Matching Annotations
  1. Last 7 days
    1. There are several things to notice about the exchange above. It’s respectful, with each person listening and accepting what the other person is saying. It’s collaborative, with each person contributing knowledge to the conversation. It’s grounded in design rationale and design judgement, focusing on why choices are made and why different choices were made, and how that might effect the success of the solution.

      Reading the sample critique above really helped me understand what a "good" critique looks like, which is something I feel like is rarely focused on in other courses I have taken. I like the idea of critique as a conversation more than just a required Canvas comment. It's much easier to misunderstand ideas if you are not able to ask the designers any questions– I feel I have misunderstood other people's ideas and that my own ideas have been misunderstood when there is no communication. This has also shown me how I can improve my own critiques if I really engage with the idea I am critiquing and ask the designer questions about their idea.

  2. Oct 2025
    1. One of the least studied repositories of great ideas is in libraries, which store descriptions of nearly everything ever invented.

      As somebody who is interested in library science, I really liked this point. I have thought, written, and talked about why people should be using libraries more but I had never considered it from this type of design perspective. Looking at a library as a resource for generating ideas, rather than only doing research or building up knowledge, adds another way that libraries are underutilized to my list.

  3. Sep 2025
    1. A persona is only useful if it’s valid.

      I wonder how to determine whether a persona is "valid" or not, or how this validity could be verified. I imagine you would need some sort of evidence of what makes a persona realistic, like relevant data from a population or a personal story from a potential user. A potential issue would be the biases of designers when it comes to creating personas, it could be hard not to let those biases affect the persona in some way.

    1. Of course, if one is following the operating principles of design justice22 Costanza-Chock, S. (2020). Design justice: Community-led practices to build the worlds we need. MIT Press. , the notion of a “user research” method begins to melt away. If one is fully participating in a community as a designer, and views their role as facilitator, communicating with with stakeholders does not require a “method”

      It's interesting to consider how "user research" is not needed if someone is fully involved within the community they are designing for. I think it's still important to get information from users but I understand how that would be easier and/or more casual if it was users from a community you are a part of. I wonder in what other ways does designing for your own community affect the design process?

    1. You can think of all of these different design paradigms as simply having a different unit of analysis.  Whereas human-centered design focuses on an individual, activity-centered design focuses on a system and the activities in it, value-sensitive design focuses on human value tensions amongst diverse stakeholders. U

      I had never considered how the reasoning and perspective behind design can differ so much; it's nice to define it as a "unit of analysis." I am also taking INFO 300: Research Methods right now and I just read about the different perspectives going into research as well. Reading these two things back to back is making me think about how design and research have a lot of overlap and I'm wondering how design ideologies and research ideologies interact in situations where they are both at play.

    1. In professional contexts, design is often where the power is. Designers determine what companies make, and that determines what people use

      This statement made me consider how much influence that designers have over the final product of a company. I think it's also important to consider the "profit motive" mentioned a few paragraphs above. I think that in professional contexts, there is a lot of power with the profit motive, potentially more than there is with the designers. I think that most "bad" design (loosely defining that as design that doesn't work efficiently and/or effectively for its users) comes from when the profit motive is more powerful than the designers, when cheap and quick production is prioritized.