11 Matching Annotations
  1. Mar 2025
    1. Stories can tap into our “patternicity,” that is, our need to see patterns and our pattern-seeking and pattern-matching ability.

      In a folktale course I took last year, we learned about how folktales all share patterns that are characteristic of a true "story". I find it particularly interesting that even amongst different communities that are divided by geography, culture, or other factors, there are consistent and recurring themes that emerge in the stories we share. All remarkable or significant stories require conflict or tension and I think this speaks to our nature of being problem solvers. Our attention is often gained and kept by challenges to our beliefs, values, or knowledge.

    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 My concerns about how the design of AI reproduces structural inequality extend more broadly to all areas of design, and these concerns are shared by a growing community.

      This reading highlights the importance of proactively amending historical bias and prejudice through design justice. It is not sufficient to identify and challenge bias as it is actively affects marginalized groups. Passages throughout this reading reflect how biases are perpetuated in our institutions, technology, and how they manifest in our society. Creating inclusive scopes of design that observe all individuals and their respective identities is key to appending these gaps in design. In another INFO course we experimented with LLMs and AI image generators. Evidently, majority of these LLMs were trained with data that favored historically dominant demographics, further amplifying these imbalances.

      Unintended by Design: This reading explores how terminology and language imputes bias by misplacing blame and underscoring accountability. The conflation of anticipated and unintentional creates a space for designers to relieve themselves of ethical and moral obligation under the guise of uncertainties and confounding factors. This negligence is harmful and irresponsible.

  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. 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.

      It is interesting to think about how users of different operating systems become accustomed to their own devices and often struggle to use other operating systems. I think that both are similar to use and navigate from any background but we become so used to certain systems and familiarize ourselves with particular commands or gestures making other systems feel extremely foreign. One funny example of this is when I played Fortnite regularly during quarantine and I began to dream in the same layout and envisioned performing standard actions or the basic controls. Humans are extremely vulnerable to patterns and as this passage explains, it is crucial to take advantage of that by creating consistent designs.

    1. you’re here to test the design and not them

      I think this statement highlights the fundamental principle of UX and UI design. Understanding and reflecting this objective in a design is crucial its success. When we look at the interaction between a design or system and its user we should be extremely observant of the interaction in the perspective of the user. We must understand the users themselves and what they seek from our system, how can we can best fulfill the users goals, and how the users interact with the system and where our system falls short.

    1. Designers use prototypes to resolve these uncertainties, iterate on their design based on feedback, and converge toward a design that best addresses the problem.

      I think that we can often get overly eager or excited by certain ideas which can make us feel certain about the success of an idea or its execution. There's a lot more to an idea that the initial spark that resurfaces during materialization. Prototypes save us both time and money. Designs are much more thorough and detailed that we imagine. We often focus on the parts of a design that we are most attracted to and fail to encompass the entirety of a design or problem during ideation.

    1. Did anyone try to solve it in the past and fail?

      The collaborative aspect of design is often overlooked. Many approach design with the notion of creating something new, radical, and historical. However, I think the process of innovation is much more powerful when we approach such in a way that we are appending and synthesizing past attempted solutions. By identifying and filling in gaps, we can better understand the issue itself and create a more encompassing, comprehensive solution. This is also why the iterative process is so critical to an innovative, effective solution.

    1. Whatever you want to call it, finding something positive to say about something you don’t like forces you to consider the possibility that there is something actually good about the idea, even though all you might notice is what isn’t working. It’s your responsibility to search for both and share both good and bad aspects of an idea.

      Being open-minded or at least intentional about how we criticize is key to giving good, meaningful feedback. It is not necessary to be overly positive or negative, the objective lies in offering insights to the designer that can identify vulnerabilities or potential highlights of their design that they can expand upon. Often times, when I receive good feedback it is inspires enthusiasm and creativity for me to explore certain aspects of my design further. Critical feedback allows me to stick to the fundamentals and reconsider aspects of my design that may not address the original problem. | Wicked Problems Response |

      The text explains that the problem for designers is to "conceive and plan for what does not yet exist". The solution to wicked problems lies in iteration, imagination, and innovation. I never considered how intangible the process of design can be. In essence, I also associated with something similar to solving a puzzle. However, the process of solving a wicked problem requires much more preparation before even attempting trial and error. First the designer must frame and comprehend the space the problem lies in before proceeding to evaluate who the solution will serve

  3. Jan 2025
    1. Another analytical route to generating ideas is analogical reasoning, which Plato and Aristotle called “shared abstractions.” The basic idea is to take something concrete (like a horse), generalize it to something more abstract (a grass-powered human vessel), then modify the abstraction (a gas-powered human vessel), then finally make something more concrete (car).

      I think the creative process for most is largely based in this idea of perspective reconfiguration. Often, we tend to associate creativity with notions of a 'free-spirit' or a 'free-thinker' and when we consider these associations we might question what 'freedom' we are referring to. Most would contrast creativity to the sterilized, corporate mentality that is highly institutionalized in education and industry. The creative process these philosophers describe seem to allude to challenging the dogmatic principles that are perpetuated in society through means of language or culture. Which brings me to ask, what defines true creativity. If it is fundamentally based on the premise of presenting something new or ideating something radical, is creative integrity contextually dependent?

    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 would be interested in learning more about the process or creating and using personas in design. Personally imagining and implementing scenarios into the design process seems like it could be unreliable. Certainly everyone has their own experiences and perspectives which, as the last chapter had mentioned, can completely change the state of the problem. I personally would feel hesitant to unintentionally project my own biases and tendencies on to these personas and would create a persona that is not representative of individuals I am hoping to help. The imaginative process can certainly help in identifying possible weaknesses or vulnerabilities for cases we might not initially consider but I again am curious as to how the personas are 'validated' and used.

    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

      I find this statement to be incredibly useful in understanding problems in our perception and approach to solving them. I think most of us were raised with one-dimensional notions of good and bad, right and wrong. We conflate the problems with the concept of something 'bad' which therefore suggests that there is a 'good' or a right to be made. If we apply the reasoning presented in this question, problems will never actually be solved in the greater context. A situation or instance that may present as a problem to one subject or subjects at a single point in time may not be problematic at all in a different context. Having such a fixed and rigid perspective of problems and their solutions can limit our ability to innovate and develop because such a perspective does not acknowledge or consider the alternative contexts that a 'problem' might exist in.

    1. When I was an undergraduate, I didn’t have a clue about design. Like most students in technical fields, I thought design was about colors, fonts, layout, and other low-level visual details. I knew enough about user interfaces to know that design mattered, I just didn’t know how much or why.

      Design as a concept is often conflated with more liberal and aesthetic ideals. Most, like myself, would consider design to be more artistic than practical and have often undermined the value of comprehensive designs. In INFO 300: Research Methods, we learned about how research is effectively conducted in order to explore and fill gaps in knowledge. And while most attention falls to the execution of a study, we learned that the preliminary design process was much more crucial to the success of the study. Design requires both knowledge and intention. Good designs are comprehensive in how and who they serve which not only entails empathy but also inclusivity