21 Matching Annotations
  1. Oct 2025
    1. Every behavior, including the absence of action, is a kind of communication therefore, one cannot not communicate

      Even silence, (a missing button, unclear/feedback/missing portions of the page) sends a message to the user, everything in design communicates something.

    2. Rhetorical discourse is planned, typically concerned with contingent issues as it is shaped by human motives and responsive to situations, yet dependant on the audience.

      UX design mirrors this, designs are intentional, user centered/focused, and aimed at influencing user behavior

  2. Sep 2025
    1. UX Application: Loss Aversion

      In Minecraft, a player may be encouraged to enchant a tool or build a base by framing it as a loss opportunity—such as a message like "Don’t risk losing your precious resources" or "Protect your items before a creeper explodes!" Similar to Booking.com’s use of urgency, Minecraft could display messages like "Your diamonds could be lost if you don't store them now!" to nudge players into acting quickly to protect valuable items or resources.

    2. Loss Aversion

      In Minecraft, players often become attached to rare or hard-earned items, such as diamond tools or enchanted gear. If they lose these items to lava, explosions, or death, the emotional pain can be far stronger than the joy of finding similar items again. For example, losing a Fortune-enchanted pickaxe after hours of mining can feel much more painful than the thrill of gaining new resources. This sense of loss drives players to take extra precautions, like carrying backup armor or using ender chests to protect their valuables.

    3. UX Application: Cognitive Load

      In Minecraft, crafting complex items like potions or enchanted gear can be overwhelming for new players. To reduce cognitive load, the crafting book provides step-by-step recipes, with clear visual icons for ingredients and items. This helps players focus on the task rather than remembering every recipe, similar to how TurboTax simplifies taxes by presenting one question at a time.

    4. Cognitive Load

      When crafting items in Minecraft, the player has to remember many different recipes, often involving multiple steps. If the player is unfamiliar with the recipes, it can create high cognitive load, making the crafting process slow and frustrating. However, by using the crafting book or search bar, the game reduces cognitive load by presenting the recipes and options in an organized, easy-to-access way, allowing the player to focus on gameplay rather than memorizing every recipe.

    5. UX Application: Anchoring

      When trading with villagers, if a player first encounters a librarian offering an Enchanted Book for 30 emeralds, they might view this price as the norm. However, upon finding a second librarian offering the same book for 15 emeralds, the second offer feels like a much better deal because the first trade created an anchor. This is similar to how SaaS pricing pages often present their premium plans first to make lower-tier plans seem more affordable.

    6. Anchoring Bias

      When a player first encounters a villager with a trade offer, they may base their decision on the initial price they see, even if they could potentially find a better trade with a different villager or through more trading. For instance, if a player sees a librarian offering an Unbreaking III book for 20 emeralds, they might anchor their perception of its value to that initial offer, ignoring that other librarians could offer the same book for fewer emeralds or even at a discount after a few trades.

    7. UX Application: Serial Position

      In Minecraft, when organizing an inventory, players often place tools and weapons at the start or end of the hotbar for quick access, while less important items (like building materials) are placed in the middle. This makes it easier to quickly select essential items in high-pressure situations, similar to how Amazon places "Buy Now" and "Add to Cart" buttons at the top and bottom of product pages to ensure they’re immediately visible and accessible.

    8. Serial Position Effect

      In Minecraft, when organizing inventory, players often place their most important tools—like a pickaxe, shovel, or food—at the beginning or end of their hotbar so they can quickly access them in high-pressure situations. This aligns with the Serial Position Effect, ensuring these key items are always easy to remember and access.

    9. UX Application: Fitts's Law

      In Minecraft, the hotbar slots for important items like food, weapons, or tools are often positioned close to the center of the screen and are large enough to make quick selection easier. Similarly, players can customize the hotbar layout to place crucial items at the most accessible spots, minimizing the time it takes to select them—just like how iOS places frequently used buttons like call and toggle buttons in larger, easy-to-reach areas.

    10. Fitts's Law

      In Minecraft, Fitts's Law applies when selecting items from the hotbar, where the time to select an item depends on both the size of the hotbar slot and how far it is from the player's focus. If the item is small or placed at the far end of the hotbar, it takes longer to select, especially during fast-paced gameplay. To optimize this, making hotbar slots larger or positioning important items closer to the center of the screen can make item selection quicker and more efficient, similar to how iOS designs large, easily accessible buttons for quicker interaction.

    11. UX Application: Hick's Law

      In Minecraft, the crafting book helps by reducing the overwhelming number of crafting options, allowing players to quickly find what they need without scrolling through endless recipes. This simplifies the decision-making process, much like how Google's homepage minimizes options with a single search bar.

    12. Hick's Law

      In Minecraft, Hick’s Law applies when the crafting grid overwhelms players with too many options, slowing decision-making. Using the crafting book or search bar simplifies choices. Fitts's Law is seen when small or distant hotbar buttons make it harder to select items quickly. Larger, well-positioned hotbar slots improve efficiency and speed up gameplay.

    13. UX Application: Confirmation Bias

      An example of confirmation bias would be when a player finds a seed with a village and desert temple near spawn, believing it's a "lucky" seed for survival gameplay. They then focus only on seeds with similar features, discarding any without villages or temples, convinced those are automatically worse. This confirmation bias reinforces the idea that "lucky" seeds guarantee a great experience, even though Minecraft’s procedural generation means other seeds can be just as fun, offering different challenges or opportunities. (minecraft)

    1. Negativity Bias

      I feel like people let something bad ruin their entire day. Say like if you spilled your drink/coffee on yourself. Now for the rest of the day you just hate everything and constantly in a bad mood even after changing and cleaning yourself up. If the company's website had given you a terrible experience and you know it has. Even after it had done a remodeling of the page/company you're probably still thinking the page/company will be the same since that is what you had experienced.

    2. 🔍 Discoverability

      When we create webpages or something for users to look for, we probably want things to be easy to look for. Say you want to apply for a company, but the company/recruiter/developers had made it hard to find the careers/join the company hidden or hard to find. It would discourage the future candidate to apply for the job resulting in less traffic and less future workers. Keeping information brief and visible on the surface then pulling them in for more information after they click/interact with it.

    3. Curse of Knowledge

      Say that you are writing a research paper, you expect the readers to be on the same level or path as you writing the paper. Expecting them to know some of the terms in the paper, so you then start using terms and theories/ideas which only someone who studied what you are writing about would know. Then the reader is lost and would most likely leave the page/paper.

    1. and you'll notice employers seeking UX/UI designers— digital designers who can fulfill both role

      Figma is making an ai helper, so it can do both of their jobs and save money for companies. Group A