8 Matching Annotations
  1. Last 7 days
  2. social-media-ethics-automation.github.io social-media-ethics-automation.github.io
    1. Sean Cole. Inside the weird, shady world of click farms. January 2024. URL: https://www.huckmag.com/article/inside-the-weird-shady-world-of-click-farms (visited on

      Its interesting how this topic raises, and brings awareness to the issue of engagement and how indiivduals, or groups of people, or organizations will go beyond the content of their work to get more discovery, more engagement. Its super important to realize we cannot trust and easily consume content on the internet. There is points and also benefits on the other end of the content.

    1. specific rules in order to create meaning.

      I think this point is very interesting, in regards to like how there is rules for languages or types of. communication whether its verbally or via a computer program.

    1. Virtue is a group effort.

      I think this is interesting as when being around groups of others your opinions may influence each other for better or worse. But I think there is more values in terms of diversity of thinking for one self, because over time you can learn from one another, as I think when being collectively with other people your thinking may be closer towards one another over time. Learning and understanding the way someone else thinks, and learning from that is very important in terms of how oyu may think of decisions and action, and others.

    1. what course of action should we take, if it will be carried out by many different people across an organization?

      When considering ethics, I think it is beyond your perspective, or even thinking for others. It is considering and acknowledging that your peers, and others have different perspectives, different experiences which are perceived heavily different than you. So when you make an action or decision considering different people is very important in terms of ethics as it can impact them.

  3. Nov 2025
    1. Design mediates so much of our realities and has tremendous impact on our lives, yet very few of us participate in design processes. In particular, the people who are most adversely affected by design decisions—about visual culture, new technologies, the planning of our communities, or the structure of our political and economic systems—tend to have the least influence on those decisions and how they are made..d-undefined, .lh-undefined { background-color: rgba(0, 0, 0, 0.2) !important; }1zirui dengDesign 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..d-undefined, .lh-undefined { background-color: rgba(0, 0, 0, 0.2) !important; }1Alazar Mengistu

      This in itself, this part in the text, I found it really powerful how the author connects personal experience with the larger idea that the people who have most affects on design choices have the lease influence. I also appreciated the reminder that design justice is not just about good intentions but about centering the people most affected by design decision. In addition, especially the idea that everyone is going off of their own lived experience, it makes me reflect on how inclusive design requires rethinking who gets to participate in shaping technology and systems that impact daily life and how we should have more perspective.

    1. While user studies can tell you a lot about the usability problems in your interface and help you identify incremental improvements to your design, they can’t identify fundamental flaws and they can’t tell you whether your design is useful. This is because you define the tasks. If no one wants to complete those tasks in real life, or there are conditions that change the nature of those tasks in real life, your user study results will not reveal those things. The only way to find out if something would actually be used is to implement your design and give it to people to see if it offers real value (you’d know, because they wouldn’t want you to take it away).

      When thinking about designers perspectives and role this does not surprise me, however thinking from the users perspective it does as I always assumed user studies were the ultimate way to test a design, but considering what the author stated about them (at times) missing fundamental flaws which can change that perspective. It’s interesting how the author says that considering designers define the tasks, the results can’t show whether people would actually want to do those tasks in real life. It makes me realize how important it is to test a design’s real-world value, not just its usability from seeing if people would actually miss it if it were taken away.

    1. Consistency and standards is the idea that designs should minimize how many new concepts users have to learn to successfully use the interface. A good example of this is Apple’s Mac OS operating system, which almost mandates that every application support a small set of universal keyboard shortcuts, including for closing a window, closing an application, saving, printing, copying, pasting, undoing, etc. Other operating systems often leave these keyboard shortcut mappings to individual application designers, leaving users to have to relearn a new shortcut for every application.

      When thinking about this specific section within the text, this paragraph about consistency and standards stood out to me because it shows how something as simple as consistency can completely shape the user experience. The example makes the point really clear, as when shortcuts and commands stay the same across applications, it saves users from constantly having to relearn basic actions. It also shows how thoughtful design is not always about adding new features, but about creating familiarity and predictability. That kind of consistency builds trust. When a user has familiarity with something that expectation of the user knowing and controlling understandably where they are and being able to direct where they want to head to is super important in terms of comfortability.

  4. Oct 2025
    1. Some design scholars are skeptical about human-centered design because they don’t believe modeling and verifying people’s needs through a few focused encounters is sufficient to actually address people’s problems, or systems of activities1212 Norman, D. A. (2005). Human-centered design considered harmful. ACM interactions. . These and other critiques lead to a notion of participatory design 1010 Muller, M. J., & Kuhn, S. (1993). Participatory design. Communications of the ACM. , in which designers not only try to understand the problems of stakeholders, but recruiting stakeholders onto the design team as full participants of a design process

      I think this is a really important approach prioritizing the perspective and opinion of humans inputs. I also think you can receive more insight and information through this approach, considering that you're not just considering the viewpoint of people affected or people who share their input as they face implications on these designs, but also bringing them along the process gives more than understanding, but perspective and opportunity to make change, to adhere to other individuals needs.