11 Matching Annotations
  1. Mar 2025
    1. From my standpoint, I worry that the current path of AI development will reproduce systems that erase those of us on the margins, whether intentionally or not, through the mundane and relentless repetition of reductive norms structured by the matrix of domination .d-undefined, .lh-undefined { background-color: rgba(0, 0, 0, 0.2) !important; }1Muhammad Khurram(a concept we’ll return to later), in a thousand daily interactions with AI systems that, increasingly, weave the very fabric of our lives..d-undefined, .lh-undefined { background-color: rgba(0, 0, 0, 0.2) !important; }11

      I believe the current trajectory of AI development risks reinforcing systemic inequalities by perpetuating reductive norms that marginalize certain groups. This relentless repetition of biases in everyday AI interactions threatens to erase those on the margins, whether intentionally or not. These concerns extend beyond AI to broader design practices, and I share them with a growing community advocating for more equitable and inclusive technology.

  2. Feb 2025
    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.

      I think this idea is so important when it comes to designing products. Like the example mentions, the Apple MAC OS, mandating apps to use universal shortcuts makes it so much easier for the user to remember where the shortcuts are. In my groups design, we've taken influence from Apple Maps to make it easily understandable for our users.

    1. If your design requires too much concentration to have someone think aloud while they’re using it (e.g., they’re playing a game), you can also record their interactions and then conduct a retrospective interview, having them reflect on the actions that they took while watching the recording. These recordings might just be the screen interactions, or they might also include the user’s context, facial expressions, or other details. Recording can also be useful for showing designers and engineers breakdowns, helping to persuade others in an organization that a design needs to be improved.

      I think this is a great aspect to include when testing a product or in this example a game. Being able to see someone's live reaction while they're interacting may reveal something that couldn't be seen through questions. Facial expressions or body language can say so much more than a few words. Additionally, this allows the designers and engineers see certain parts that may confuse people or doesn't seem super clear.

    1. To help us think about this we can use the concepts of gulfs of execution and evaluation

      The gulf of execution and evaluation are both really interesting points, that I've never considered when working with design. I think it is interesting to think about the gaps between what is possible, what is wanted, what it can provide, and how it is interpreted. When thinking back to prototyping, these two points are so important in testing. Knowing if the user can actually use and understand a product is so important before moving to the next iteration,

    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.

      I think this is a really important point to bring up. Personally, I have a tendency to try to make my first iteration the best iteration and I think I need to learn that my prototype (or first iteration) will NOT be the best. Going into the design and knowing that it is truly a draft is very important and something I need to learn.

    1. It is also important to ask only one question at a time. Questions that ask respondents to evaluate more than one concept (known as double-barreled questions) – such as “How much confidence do you have in President Obama to handle domestic and foreign policy?” – are difficult for respondents to answer and often lead to responses that are difficult to interpret. In this example, it would be more effective to ask two separate questions, one about domestic policy and another about foreign policy.

      I believe that avoiding double-barreled questions is crucial for gathering clear and reliable data. When a question combines multiple topics, it can confuse respondents and produce ambiguous results that are hard to interpret. By separating complex questions into distinct ones, we can ensure more accurate responses and better insights. While creating our survey, I didn't even realize I was asking double barrel questions.

    1. There’s no need to reinvent the wheel. Learn from what has been tried and is currently in use, map it out in a competitive analysis, and leverage your findings to differentiate your solution from the competition. And if you are new to a particular vertical, i.e. financial technology, then a competitive analysis will be imperative to grow your understanding of the basic features and functions of a financial technology platform.

      A competitive analysis is a crucial tool for understanding industry standards and identifying opportunities for innovation without starting from scratch. By analyzing existing solutions, you can strategically position your product to offer unique value while meeting fundamental user expectations. I think this approach is especially important when entering a new industry, as it accelerates learning and ensures your solution remains both relevant and competitive.

  3. Jan 2025
    1. The critic in a critique must engage deeply in the substance of the problem a designer is solving, meaning the more expertise they have on a problem, the better. After all, the goal of a critique is to help someone else understand what you were trying to do and why, so they can provide their own perspective on what they would have done and why. This means that critique is “garbage in, garbage out”: if the person offering critique does not have expertise, their critiques may not be very meaningful.

      I agree and disagree with this statement, personally while I do think it is very important to get the critique of someone with someone who is "deeply engaged" with the subject, they may have a degree of "tunnel vision" in their opinion. Sometimes it is nice to get the opinion of someone outside of the subject matter because they may view it entirely differently that someone who knows the subject well. I think it is important to take people's advice and critique, it is valuable to see many different perspectives to know you're not missing out on something.

    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 it11 Csikszentmihalyi, M. (2014). Society, culture, and person: A systems view of creativity. Springer Netherlands. . That time you said something creative and your mother called you weird? You learned to stop being creative. That time you painted something in elementary school and your classmate called it ugly? You learned to stop taking creative risks. That time you offered an idea in a class project and everyone ignored it? You must not be creative. Add up all of these little moments and where most people end up in life is possessing a strong disbelief in their ability to generate ideas.

      I wholeheartedly agree with this statement. Growing up I loved creating, specifically I was into sketching and painting. However, when I was little (especially as an insecure child), I fell out of love with it because I felt judged. I think this has been a trend throughout my life, and in some ways pushing me towards a degree/job that doesn't give in to that creative side of me. This is a great insight that I think elementary schools should adopt to ensure the children they teach are prepared to express them fully.

    1. Some design scholars have questioned whether focusing on people and activities is enough to account for what really matters, encouraging designers to consider human values77 Friedman, B., & Hendry, D. G. (2019). Value sensitive design: Shaping technology with moral imagination. MIT Press. . For example, instead of viewing a pizza delivery app as a way to get pizza faster and more easily, we might view it as a way of supporting the independence of elderly who do not have the mobility to pick up a pizza on their own. Or, perhaps more darkly, instead of viewing TSA screening at an airport a way of identifying potential terrorists, we consider it through the value of power, as the screening process had more to do with maintaining political power in times of fear than it did with actually preventing terrorism. This shift in framing can enable designers to better consider the values of design stakeholders through their design process, and identify people they may not have designed for otherwise (e.g., people who are house bound because of injury, or politicians).

      I agree that looking at human values is important when considering "fixing" and "improving" the lives of specific groups. As mentioned, while a mobile app may help a specific group, it can also unintentional but another group at a disadvantage. In my opinion, I think it is easy to get so focused on fixing an issue, that it's easy to neglect or forget about the others involved. I agree that viewing it from this perspective does allow designers to consider those who may be affected "negatively" by the design.

    1. In a way, all of these skills are fundamentally about empathy55 Wright, P., & McCarthy, J. (2008). Empathy and experience in HCI. ACM SIGCHI Conference on Human Factors in Computing (CHI). , because they all require a designer to see problems and solutions from other people’s perspectives, whether these people are users, other designers, or people in other roles, such as marketers, engineers, project managers, etc.

      I agree that the word "empathy" does encapsulate the idea that design is fundamentally meant to understand it's audience. Creating and designing with a purpose is (usually) not meant for the designer but rather for the audience that it's for. For me, prior to reading I never really considered design in that regard because I was really only designing what I personally aesthetically liked. Going into the rest of the course, I will consider more of the user's perspective and it's usage in my design!