6 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. It’s your responsibility to search for both and share both good and bad aspects of an idea.

      I agree with this portion of text. This is something that I see people do in non-design contexts, and something I do in my every day life. I use this tactic a lot at my workplace when training new hires. First, telling them something their doing a good job at, then telling them something they still need work on. I can see how this would work in a design environment too.

  2. Oct 2025
    1. Some of my students have also argued that pressure to pursue more “logical” careers rather than creative ones disincentivizes youth to pursue (and therefore practice) creative endeavors.

      I agree with this statement, as I feel like I experience this in my own personal life. I was raised in a way that prioritized family, which included the ability to support them. This meant that I needed a high-paying job, which is typically unattainable with a career that's more creative based. I feel like I had to suppress my creativity to pursue a career that was more logical. I agree that this is probably the case for many other students as well.

  3. Sep 2025
    1. They include demographics such as education, income, technical background, job description, goals, needs, desires, current tools and frustrations, likes and dislikes, and hobbies and interests.

      In my opinion, creating a persona is extremely difficult to do. You have to be careful to avoid assumptions and stereotypes, which could poorly represent the target audience for a solution. It requires careful research and extensive analysis of interviews and contextual studies, but the following personas Amy provides does a great job at representing a typical working American, which shows that when a good persona is an effective one.

    1. Therefore, problems are really just situations that people don’t want.

      This puts a new perspective on my idea of Universal Design. Universal Design often fails not because it aims to solve a universal problem, but because it aims to solve a universal situation, which cannot exist. Every individual lives through their own unique experiences and have their own unique traits and preferences. I like the later example about the gambler and the casino, showcasing how a "problem" to one group is actually the "solution" to another. Another example might be icebreakers during a class; an extrovert might want to meet their classmates while an introvert wants to keep to themselves. I really like this perspective on design problems and 100% agree with it.

    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.

      I agree with this. I am privileged to often forget about the exclusion of certain groups in "universal" designs. An example of this that I thought of was pens. I found out recently that a lot of left-handed people have a hard time with ink pens as there palms tend to smear the wet ink immediately after writing. Another example I could think of were the original Band-Aid colors, and how they did a poor job of representing people of all skin tones. Any design that leaves out a certain group of people should always have a substitute version for those people or should not be designed altogether.

    1. In a way, all of these skills are fundamentally about empathy

      I agree wholeheartedly with this statement. The basis of design is functionality and aesthetic. To achieve functionality, you need to know what works for people and the best way to implement those. This involves dealing with complex ideas like human preference and accessibility, usability, and sustainability. Human preference and accessibility can mean designing tools that work for both right-handed and left-handed people. Usability can mean designing a tool so that it is easy to learn. Sustainability can mean designing a tool that can be used for a long time. All these aspects stem from understanding a variety of perspectives.