7 Matching Annotations
  1. Last 7 days
    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. Some people call this the “hamburger” rule, other people call it a “shit sandwich.” Whatever you want to call it, finding something positive to say about something you don’t like forces you to consider the possibility that there is something actually good about the idea, even though all you might notice is what isn’t working.

      I think this section nails something that goes way beyond design. It’s just good communication in general. I agree that giving balanced feedback forces you to slow down and actually see what’s working instead of jumping straight to criticism. The “shit sandwich” rule might sound funny, but it’s surprisingly useful, especially in group projects where people can get defensive fast. It made me realize that how feedback is delivered can decide whether an idea improves or dies.

  2. Oct 2025
    1. Externalize often. The more you express those ideas—in words, in sketches, in prototypes, in demos—the more visible those flaws will be to you and other people. There’s a reason that Leonardo da Vinci kept a notebook in which he sketched and wrote every idea he had: it allowed him to see those ideas, share those ideas, critique those ideas, and improve those ideas. Had he kept them all in his head, his limited capacity to see and reason about those ideas would have greatly limited his productivity.

      I really like how this section connects creativity to the act of expressing ideas instead of just thinking about them. I agree that externalizing thoughts makes it way easier to catch flaws. Whenever I try to hold everything in my head, I lose track of details or overestimate the quality of my idea. It’s also kind of motivating to think that even someone like da Vinci needed to write everything down to make sense of it.

    2. First, I just argued, people are inherently creative, at least within the bounds of their experience, so you can just ask them for ideas. For example, if I asked you, as a student, to imagine improvements or alternatives to lectures, with some time to reflect, you could probably tell me all kinds of alternatives that might be worth exploring.

      I like this part because it reminds me that everyone is creative in their own way even if they don’t call themselves “designers.” I agree that students probably have the best ideas for improving lectures since we experience the problems firsthand. It’s validating to think that good design can start from simple reflections instead of some big expert process.

  3. Sep 2025
    1. Once you have defined goals, personas, and scenarios, the final challenge is to try to explain the problem you’re solving to other people. If you can’t do this, you can’t convince them you have a real problem to solve, you can’t convince other people to help you solve it, and you certainly can’t convince a boss or an investor that you should spend time on solving it. Therefore, you’ll want to take all of the knowledge you have and try to write a simple argument that articulates the problem.

      I relate heavily to this part because it shows that design is actually about communication, not just ideas. I agree that if you cannot explain the problem clearly, no one will actually take you seriously, no matter how clever the idea is. I’ve seen this happen before in group projects and even solo projects, where a good idea comes up but there’s no way to articulate it. This section made me realize that being able to argue the why is just as important as the how.

    1. By now, you should be recognizing that problems are in no way simple. Because everyone’s problems are personal and have different causes and consequences, there is no such thing as the “average user”77 Trufelman, A. (2016). On average. 99% Invisible. . Every single solution will meet some people’s needs while failing to meet others. And moreover, solutions will meet needs in different degrees, meaning that every solution will require some customization to accommodate the diversity of needs inherent to any problem. The person you’re designing for is not like you and really not like anyone else. The best you can do is come up with a spectrum of needs to design against, and then decide who you’re going to optimize for.

      I think this section itself is the most realistic part of the chapter. I fully agree that there is no such thing as an "average user" in this day and age, because every time I see products designed that way, they end up systematically designed to fail huge numbers of people. At the same time I think it is both interesting and discouraging that no solution will ever perfectly meet everyone's needs. It makes me realize that good design is more about being honest than chasing perfection.

    1. In modern design education (found primarily in schools of design and art) we see another form of design process that some have called “designerly ways of knowing55 Cross, N. (1982). Designerly ways of knowing. Design Studies. . Here, the idea is that trained designers arrive at knowledge through synthesis—forming coherent systems of ideas from disparate parts—whereas other kinds of thinking involve analysis—taking a coherent system and deconstructing it, as scientists do with nature. Synthesis is similar to divergent thinking in that they both focus on new possibilities; analysis and convergent thinking are similar in that they both reduce possibilities.

      That paragraph on “designerly ways of knowing” struck me because it highlights how design thinking relies on synthesis rather than just analysis. I agree with the distinction Ko makes, since I’ve noticed that science often breaks things apart while design is more about pulling pieces together into something coherent. This shifted my view of design education, making me see it less as an art skill and more as a unique way of generating knowledge.

    1. In a way, all of these skills are fundamentally about empathy55 Wright, P., & McCarthy, J. (2008). Empathy and experience in HCI. ACM SIGCHI Conference on Human Factors in Computing (CHI). , because they all require a designer to see problems and solutions from other people’s perspectives, whether these people are users, other designers, or people in other roles, such as marketers, engineers, project managers, etc.

      This in particular stood out to me because it reframes design as more than simply “understanding users” and instead about actively sharing power with them. I agree with Ko that empathy alone is not enough, since real inclusion requires working directly with people rather than just imagining their perspectives. This shifted my view of design from being about understanding users to actively collaborating with them to create something better.