11 Matching Annotations
  1. Last 7 days
    1. Will the user try to achieve the right effect? In other words, would the user even know that this is the goal they should have? If not, there’s a design flaw.Will the user notice that the correct action is available? If they wouldn’t notice, you have a design flaw.Will the user associate the correct action with the effect that the user is trying to achieve? Even if they notice that the action is available, they may not know it has the effect they want. If the correct action is performed, will the user see that progress is being made toward the solution of the task?  In other words, is there feedback that confirms the desired effect has occurred? If not, they won’t know they’ve made progress. This is a design flaw.

      These steps are helpful to keep in mind when conducting a cognitive walkthrough because it can act as a 'toolkit' when I'm unsure of what I need to be measuring. Having parameters when doing tests is also helpful for a beginner like me, who has only done one or two in the past. It's interesting to think about how these steps address whether the design is intuitive enough from different angles.

    1. but they generally can’t help you learn about whether the design achieves its larger goals (whether it’s useful, valuable, meaningful, etc.). This is because a usability test doesn’t occur in the context of someone’s actual life, where those larger goals are relevant.

      When testing a design, I thinks it natural to want to test all of the capabilities and limitations in one go. So, having this framework when approaching user tests is helpful because it prevents both the observer and user from becoming overwhelmed with the all goals the testing wants to achieve. Additionally, it'll help me be realistic when I conduct user testing, as I won't be able to get the all results I'm looking for in one session; rather, results would be collection over time in other sessions.

  2. Oct 2025
    1. That means that before you ever make a user interface for something, you have to first decide what input, output, and state exist in your design, independent of how those are manifested in a user interface.

      It makes sense that you must determine the functionality and architecture of something before you can deem what it looks like. This is a good reminder that design and software development work hand-in-hand, as it's easy to classify them as different fields entirely. I think, as a designer, being aware of how the backend of an interface works can be a leg up!

    1. You don’t make a prototype in the hopes that you’ll turn it into the final implemented solution. You make it to acquire knowledge, and then discard it, using that knowledge to make another better prototype.

      This excerpt is pretty eye-catching because it gave me new knowledge on what prototyping is. It's interesting to learn that prototyping isn't meant to reflect the final product, rather its meant to help your ideate further. As someone who struggles with perfectionism and minor details, knowing that prototypes are meant to be disregarded (after they serve their purpose) helps with the pressure of perfecting my ideas.

    1. Don’t simply copy the designs you find in your research. The competitors may not be using best practices. Instead, be inspired by the solutions found in your research and adapt the solutions to fit your brand, product, and users.

      This is a good reminder to prioritize design principles and user needs over aesthetics. It’s easy to copy features you like, but taking time to consider why each element is necessary is valuable practice. Going a step further by adapting solutions rather than simply copying them can also strengthen your design skills.

    1. Pretesting a survey is an essential step in the questionnaire design process to evaluate how people respond to the overall questionnaire and specific questions, especially when questions are being introduced for the first time.

      I agree in the importance of this step because pretesting can also allow you to put design justice principles into practice. In this stage, you can see whether the questions are relevant to the person you're interviewing, and when stakeholders are diverse, you can note any areas of improvement to make sure the questions are inclusive. This works especially well because in such an early stage in the process, you can prevent issues from happening down the line.

    1. On the other hand, there are some design principles that one might use to make more absolute judgements of “good” design.

      I greatly appreciate how the text provides some design principles to refer to for critiques. As someone who just recently began their design journey, I often associated "critiques" with what "looked good." This POV is pretty misguided as it doesn't focus on usability or actual functionality (or the other principles mentioned) so I'm glad that I'll have a point of reference for future design critiques!

  3. Sep 2025
    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.

      I like the ideas of personas because they put a face to the audience that you are trying to impact with the design of your product. It seems like they make it easier to empathize with users needs and remind you that you’re designing for real people, not just abstract requirements. I've created a persona for my INFO 200 course, and it was interesting to put myself in the shoes of a user and their needs in the process.

    1. It might even involve becoming part of their community, so that you can experience the diversity and complexity of problems they face, and partner with them to address them.

      This really drives the importance of user research in the design process. Without communicating with the people you intend to help, it's unreasonable that you could provide a solution for their problem. In an evolving tech. landscape, optimization and efficiency is oftentimes the top priority, which can easily exclude vulnerable populations. The first example that comes to me is facial recognition, a tool that has repeatedly shown bias against black women, leading to misidentifications and the perpetuation of harmful stereotypes.

    1. I learned that design was problem solving44 Jonassen, D. H. (2000). Toward a design theory of problem solving. Educational Technology Research and Development. , and that it is design problem solving that shapes the world.

      This sentence really resonated with me because it put into words the perspective I've always had about design. People in other STEM fields oftentimes consider design "easy" or something that doesn't take much effort, when really, at the core of all of these respective fields lies problem solving, which in itself takes effort. In my opinion, I don't think it matters what that looks like in industry, research, or academia.

    1. 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. This way, the people you’re designing for are always represented throughout the design process.

      I agree with this section because I think it's important that direct stakeholders are considered throughout the design process. You can only truly understand the needs of a group by talking to them, so to exclude your target audience from the earliest stages of the design process is counterproductive to me. I draw a lot from Value Sensitive Design, a framework that encourages designers to consider human values from the beginning to end of their projects.