14 Matching Annotations
  1. May 2025
    1. Dividing stories into three parts is common. The ancient Greeks divided their plays into three acts. This tripartite division shows up in stories and plays from Henrik Ibsen to the fables of Aesop and the Hegelian dialectic (thesis, antithesis, synthesis).

      I think the reason the three part structure lasts is because it forces movement in telling a story. The readers never stuck in one mode for too long. It builds pressure, then shifts, then resolves, which mirrors how people want life to work even if it rarely does. That structure gives stories a shape, and that’s probably why we keep coming back to it.

    1. Design justice rethinks design processes, centers people who are normally marginalized by design, and uses collaborative, creative practices to address the deepest challenges our communities face.

      I feel like design justice is an important aspect that every designer or producer should account for. Although we might think or seem to be catering to the masses, there could always be discrepancies or misrepresentation from other perspectives not so common. That said, this type of thinking and design approach can be applied to many aspects of our world.

    1. A user’s motivations for using the software.A user’s information processing style (top-down, which is more comprehensive before acting, and bottom-up, which is more selective.)A user’s computer self-efficacy (their belief that they can succeed at computer tasks).A user’s stance toward risk-taking in software use.A user’s strategy for learning new technology.

      I think this breakdown of processes is a great checkbox in designing a product, and it kind of reminds me of the work we're currently doing in info 380. I remember at the start of the class after we picked our topics, we had to determine who our stakeholders were and think from their perspectice. Not only did we analyze interviews with users but also took notes on what features they expected or wanted.

    1. One of the lowest cost methods that works well for low-fidelity prototypes is a task-based evaluation (also called a “user” or “usability” test). In a usability test, you define some common tasks to perform with your user interface and you invite several people who are representative of the people you’re designing for to attempt to use your design.

      I think usability tests are one of the most important steps in design, as they allow for feedback and constructive criticism. In building a startup with my other classmates, one of the main things I think we were lacking before pitching our idea to VCs was this step, and we realized how important it was since it serves as a "proof of concept" for our product as well.

    1. Think of it like a variable in a program that gets reflected somehow in the user interface’s appearance or behavior. For example, consider an alarm clock. Its state includes things like the current time, an alarm time and a Boolean alarm on state. These states could be displayed to a user and modified by a user in a variety of ways.

      This section kind of reminds me of variables in coding. I'm currently picking up python and SQL, and this idea perfectly encapulates what variables are. Bridging this to an interface of data and algorithms, I agree that although not directly, a lot of these "state" from different designs do overlap. If we were to take inspiration or use other designs as a template, it would be easier for us to get the variables down.

    1. The fastest and easiest form of prototype is a sketch, which is a low-fidelity prototype that’s created by hand. See the drawing at the top of this page? That’s a sketch. Get good at using your hands to draw things that you want to create so that you can see them, communicate them, and evaluate them.

      I think this section is important with any design before actually implementing and trying to build something. A good sketch (even if the product is abstract and not physically tangible) points the developers in the right direction, and forces them to see everything linked together. I also feel like even a diagram or a flow chart would be nice if a sketch isn't feasible with the product idea someone is making as well.

  2. Apr 2025
    1. There are several steps involved in developing a survey questionnaire. The first is identifying what topics will be covered in the survey. For Pew Research Center surveys, this involves thinking about what is happening in our nation and the world and what will be relevant to the public, policymakers and the media. We also track opinion on a variety of issues over time so we often ensure that we update these trends on a regular basis to better understand whether people’s opinions are changing.

      I like how this article specificly articulates the steps before a survey is actually done. Reading the question development phase reminded me of the activities and past assignments we did in this class, and it's interesting seeing how real-world instances use and practice the same process we've been taught to do in class.

    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.

      I completely agree with these two bullet points in describing hw competitive analysis should be done. However, something that came up in my mind was where we draw the line between learning about other company's products and taking their idea to become competitive. I know that there's IP laws to protect things like this from happening but some politicians have been pushing for such rules to be taken down. I feel like without proper IP protection for businesses, it would make startups a lot harder to succeed, since they don't have enough resources like larger companies.

    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.

      I completely agree with and applaud the comparison the author made here between a synthesis and analysis. Although he makes a good point in saying that synthesis leaves open thought for interpretation and focuses on "new possibilities", I feel like both are actually more intertwined than the black and white it's described as here. For example, data analysts "analyze" data to come up with solutions or forecasts on how a company should tackle or act. That in itself is technically a synthesis.

    2. This takes us to more explicit design paradigms, which arguably combine all of the skills above. 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.

      2nd Chapter: In the second chapter of our reading, the passage delves into the different types of approaches and specific paradigms. While there were a lot of different ones, including HCD (I was finally able to figure out what the HCDE major really focuses on), I felt like scholars were complicating things too much. Other than the aspect of values and universality in terms of usage and representation, I feel like design doesn't have to be split into so many different categories. If there's a problem or a need, there lies an opportunity for better design.

    1. Find those good ideas, combine them into something new, and you’ll have something even better. These good ideas can come from anywhere: look to products on the market, products that are no longer on the market, the solutions that people are already using to solve a problem.

      I completely resonate with the idea of combining contexts of other aspects you encounter in life. One of my mentor once told me to look around and experience what life has to offer. If you take the time to think about the little inconveniences you encounter, they can turn into great ideas. In fact, a project/startup I'm currently working on with some other students at UW is based on my experience investing on Robinhood! I wouldn't have had the idea in the first place if I wasn't playing around with options.

    1. Another form of knowledge to distill is who you’re designing for. Many designers will capture this in the form of personas1,51 Adlin, T., Pruitt, J., Goodwin, K., Hynes, C., McGrane, K., Rosenstein, A., and Muller, M. J. (2006). Putting personas to work. ACM SIGCHI Conference on Human Factors in Computing (CHI). 5 Peterson, M. (2016). The Problem with Personas. Prototypr. , which are fictional people that you’ve described that attempt to capture the different types of people you might design for. 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.

      Chapter 4: Being involved in a college startup, I've had the experience of leading the development of a product. I feel like this section perfectly encapsulates a stage of design where my team and I were still hashing out who our audience members and target customers were as a business. Instead of doing traditional interviews, we did what this text describes as a "persona" by comparing our target audience to those on a Reddit channel.

    1. Therefore, you can’t define a problem without being very explicit about whose problem you’re addressing. And this requires more than just choosing a particular category of people (“Children! Students! The elderly!”), which is fraught with harmful stereotypes. It requires taking quite seriously the question of who are you trying to help and why, and what kind of help do they really need? And if you haven’t talked to the people you’re trying to help, then how could you possibly know what their problems are, or how to help them with design?

      3rd Chapter: This section of the 3rd chapter talks about how we should be very detailed about who we're addressing the problem for. I think this is a great way to connect to an idea we learn from the Info 380 class, where we were taught that we shouldn't jump into solving a problem. Instead, we should ask questions, and learning to ask the right questions is key to building the right solution (especially keeping in mind direct and indirect stakeholders).

    1. In professional contexts, design is often where the power is. Designers determine what companies make, and that determines what people use. But people with the word “design” in their job title don’t necessarily possess this power.

      1st Chapter: For the first chapter of our reading, I enjoyed getting a first-hand dive into the perspective of someone who has gone through and has had experience in the field of design. It was fascinating to learn about the different types of design and how it can be applied to essentially all aspects of our daily lives. What I found really empowering and is something I'm for sure going to take away from this chapter is how the authors talk about designers having most of the power within a company or organization as they're the ones making or creating the product being sold.