6 Matching Annotations
  1. Last 7 days
    1. Critiques are two-way. It is not just one person providing critical feedback, but rather the designer articulating the rationale for their decisions (why they made the choices that they did) and the critic responding to those judgements. The critic might also provide their own counter-judgements to understand the designer’s rationale further.

      I have to agree with professor Ko that good critique is a conversation over a single opinion. I've been in situations such as group project in my other INFO classes where people can simply say that that looks good or "I think you should fix that small..." without having proper reasoning. ALso the article mention the hamburger rule as it's not just about being nice, but about giving feedback that will help people or project grow. This reminded me that giving critical feedback is important and that also helping the other grow, Personally, I am very much open to critical feedback as long as the reasoning is good!

  2. Oct 2025
    1. His point? Half of being creative is believing you can, because the ability is already in you.

      I really like this point as it reminded me of my own hobbies and creativity. As a photographer when I first started taking photos, I would often compared myself with those who have much more experience even though I was very much a beginner or even felt like I wasn't creative enough. Although looking up to others is good to get more inspiration and learn, I think that I was doing it to the point where it was hurting me more then i was learning. Over time, I realized that creativity and finding my own 'presets' just took a lot of time and practive. The more I experience with different styles of photography and editing styles, I started developing my own visions and editing styles. This reading reflected and how creativity isn't talent but it's also about ability to see different things and express it which i can take forward with this class.

  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 like this idea and concept of personas that professor Amy is talking about. To me, this made reflected and think back how important a person with proper credential make up for valid data if that make sense. Or in other words, its easy for us to use data that makes up generic user instead of important 'personas'. I know that using relevant and important data / personas is important but this does change my perspective a bit as I though persoans was another approach but now, I see persoans as something that should be taken highly into consideration as evidence for design.

    1. The problem is, once you really understand a problem, you realize that most problems are not solvable at all.  They’re tangled webs of causality, which one might call “wicked” problems33 Coyne, R. (2005). Wicked problems revisited. Design Studies. .  The best you can do is understand this complex causality and find opportunities to adjust, nudge, and tweak.

      This is a really interesting way the approach a 'problem'. To me when I am approaching a problem weather that is at school, work or anywhere, I would often approach in bits similar such as breaking it down and knowing where to tackle first but as professor Amy said in this quote, "They're tangled webs of causality which one might call wicked". This kinda changed my perspective a bit on how problems are often far more interconnected and not organized. This gave me a new perspective because I now see that problems are not always getting from point A to B or even like breaking down steps like I mentioned. This challenged me that sometimes, design is accepting what it is and moving forward with it such as having small improvement instead of one big fix.

    1. Seeking multiple perspectives on a problem (sometimes conflicting ones). There’s no better way to understand what’s actually happening in the world than to view it from as many other perspectives as you can.

      I agree with professor Amy on this one. Usually when I do a group project or something creative and that it is geared towards multiple customers, I want to. seek as many perspective as possible. Not only that, but also being open to critical feedback and taking that forward and reapplying to your projects and design is important. Seeking multiple perspective can also give you a better idea or solution to what you want to get done or achieve.

    1. One of the most common in the world today is human-centered design11 Bannon, L. (2011). Reimagining HCI: toward a more human-centered perspective. ACM interactions.  (sometimes called user-centered design, but many people find the word “user” to be too limiting). In this paradigm, the idea is simple: before doing abduction, bricolage, synthesis, or any of these other lower level activities, first try to analyze the problem you are solving, then generate ideas, then test those ideas with the people who have the problem you are solving.

      This one of they things that spoke out to me in this . At my internship this past summer, one of the key values that I learned is to work backwards and put the customer first or that the customer is always right. After learning that, I could not really approach a problem without having to work backwards. Similarly can be said about design and in this paragraph: instead of jumping into conclusions, and making solutions right away, we should put the customer, user or human first and work backwards that we can design and create solutions that actually matter!