15 Matching Annotations
  1. May 2025
    1. This monomyth shows up the world over, in all cultures and from all eras. This structure has evolved to be incredibly effective at capturing our attention. In other words, this structure is sticky.

      I wonder why tension universally engages audience across many different cultures. I didn't notice this before in Persian literature but all of our epics are the same way. The Shahnameh by Ferdowsi is basically an epic of hero's journey, and it's one of the most revered works in my culture. Ferdowsi's epic was basically a product of a hero's journey in of it itself. It was the revival of Persian literature and culture after an era marked as the "200 years of silence", which was the aftermath of the Arab conquest of Persia.

    1. We prioritize design’s impact on the community

      It takes a lot of empathy, humility, patience, and good communication to do this. I also like this value along with "5. We see the role of the designer as a facilitator rather than an expert." I think these two create balance and also help with alleviate imposter syndrome as well. At the end design isn't about the designer. It's about the designee, and requires curiosity and a willingness to not know everything.

    1. User control and freedom is the principle that people will take many paths through an interface (not always the intended ones), and so wherever they end up, they should be able to return to where they came from or change their mind. The notions of “Cancel” and “Undo” are the best examples of user control and freedom: they allow users to change their mind if they ended up in a state they didn’t want to be in. The dialog below is a major violation of this principle; it gives all of the power to the computer:

      I think user control and freedom should be on the forefront of every designer's mind and treated with high priorityy for interface design. I'd even argue and say that it should be a critical proponent. I have definitely experienced frustration with the lack of user control and freedom on some interfaces. I think that someone can have an amazing design in all other aspects, and it would be an awful design because it lacks user control and freedom. Going back to my INFO300 class again, user control and freedom kind of reminds me of the Belmont Principals for ethics. I think ethical design respects individual autonomy and this is one way to achieve it.

    1. . Which tasks you choose depends on which tasks you think will be most important and common when people are using your solution. Good tasks define the goal you want a user to achieve with your design without giving away any of the knowledge they need to achieve the goal. If you do give away this knowledge, then it wouldn’t be a fair test of your design in the real world, because you wouldn’t have been there to help.

      I think this is interested and shows just how much a designer can change the way things are done. I think it'll be important to really think through these tasks that we define and figure out a way to word them. I can see this being a challenge for me.

    1. Designers therefore have a responsibility to think carefully about who their serving through a choice of defaults, engaging with communities to understand how they’ll be impacted.

      I never really stopped to consider how design affects different groups of people and how it can be a tool to discriminate, until I took INFO 200. Now I can't unsee it in every day things and concepts. I think this is the aspect of design that fascinates me most.

    1. Of course, after all of this discussion of making, it’s important to reiterate: 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. What aspect of the prototype is most critical to the test, and therefore must be high fidelity?What details can low-fidelity, because they have less bearing on what you’re trying to learn?Who will you test it with, and are they in a position to give you meaningful feedback about the prototype’s ability to serve your stakeholders’ needs?As we will discuss in the coming chapters, these questions have their own complexity.

      I've never considered having just aspects of a design be high fidelity and some details to be low. I think these questions are great in identifying the priority of the designs. I will definitely be using these questions to discern which aspects of the prototype to be more detailed on.

  2. Apr 2025
    1. The order questions are asked is of particular importance when tracking trends over time. As a result, care should be taken to ensure that the context is similar each time a question is asked. Modifying the context of the question could call into question any observed changes over time (see measuring change over time for more information).

      This article was fascinating to read and I found a lot of the insight on survey questions interesting. I have learned previously to have the most engaging questions at the beginning of the survey and the ones that are more difficult to discuss at the end, so that wasn't new but a good refresher.. I didn't realize that some studies have two sets of questionaires either. I think it's common sense to have these all grouped in logical order.

    1. Create a short list of main comparison criteria before you start. You can always add more criteria if it makes sense. This will keep your research guided.Remember to add the product you’re designing to the analysis to see how your product compares to the competition.Know when to stop. Start with 3–5 main competitors. Once you uncover the information you need in order to inform your design decisions, it’s time to stop.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.Be tool agnostic. Choose the tool that helps you present your findings based on the information you are documenting and sharing.Know when to perform a “comparative analysis.” Study solutions from products that are not direct competitors.

      Last summer, I spent half my internship just on competitive analysis and SWOT analysis of our organization for the business plan development. However, it wasn't design-centered . It was the most fun I've had researching I am excited to do this for the second group project assignment, and have set a bookmark to this to re-vist for the assignment.

    1. Even in a community, everyone is different: coming to agreement on who is being served, why they are being served, and what one believes is causing the problem, and how it impacts a particular group, is key to focusing design efforts.

      I think this is a very valid statement. I see this diversity within my own community. There is a stereotype of my community being very opinionated, and while stereotypes are harmful, I find that this stereotype captures the diversity within my community. Even the "niche" community within my community has different needs and wants than the broader group. We are grouped in as one group, when truthfully, our culture of diaspora has created a lot of diversity. While we've had shared themes, such as persecution, our cuisines are different, our hymns sound different,etc. I am designing for a subcommunity of my community, and while we have problems and desires that overlap with the broader community, we have our own as well.

    1. . 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 it's easy to forget that there is no such thing as an "average user". I find that many of the digital designs in our every day lives create a bubble or filter that only pushes content curated for people like ourselves. I have never heard of solving problems be framed in this way and the insight that stuck with me from reading this chapter is to come up with a spectrum of needs before deciding who to design for.

    1. Another form of critique that can be applied to design is Socratic questioning. In this form of critique, the person giving the critique wants to deeply probe the designer’s way of thinking and dig beneath the surface of their design. Some types of questions to achieve this include:Clarification  questions, which encourage the designer to clarify their thought process.Questions that challenge the designer’s  assumptions .Questions that encourage the designer to consider  alternative perspectives .Questions that encourage the designer to spell out the  implications and consequences  of their design.Now imagine a dozen other students observing this dialog. What would they get from it? They’d see, like you’re seeing on this web page, an example of how to share feedback, how to receive it, and deep domain knowledge about the nature of email as social media. This means that you have much to gain just by watching critique happen, in addition to participating in it yourself.

      I think it's really cool that Amy Ko talks about Socratic Questioning as a framework for providing critique. I often do not feel like my critique is meaningful when working with classmates, and often feel lost on what to ask. I will start using socratic questioning and see if that works for me! I think it's a balanced approach to criticism and also can be very neutral toned.

    1. However, most societies do not value creative thinking and so our skills in generating ideas rapidly atrophies, as we do not practice it, and instead actively learn to suppress it1

      This is so true in my experience. Having had lived in three different countries with completely different society, I have noticed that creativity is undervalued. I think creative thinking is underrated and everyone can benefit from thinking creatively. I kind of laughed to myself when I read this paragraph because this is such a painfully accurate statement for me due to how I grew up.

    2. Wisdom from many creators have found many strategies that might be called process that can organize and channel your naturally creative mind.

      I think that having a process in channeling creative thinking is much more important than having taste. Just having "taste' isn't enough to create anything. Process requires action. I also like that process adds method to the "madness" of creativity.

    1. One critique of human-centered design is that it narrowly focuses on people and their needs rather than a systems-level view of the activities that people engage in, and the multiple people and systems involved in those activities.

      While I think that this is a valid critique, I disagree with it(assuming I'm understanding this correctly). I think that effective human-centered design would address all the relevant stakeholders. I think that design creates the system.

    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.

      This was really interesting to read and has changed my perception of design. I think this shows how design is instinctual to humans. Ko mentions that design is problem-solving; the examples show us how ingrained design is to our daily lives, which makes me realize that design shapes the world and how we do things.