14 Matching Annotations
  1. Mar 2025
    1. How does tension play out across the three acts? When you search online, it’s easy to find diagrams that show story structure. The following diagram is a synopsis of several of the most common structures.

      I think this graph is an extremely common format amongst most pieces of literature. Every checkpoint such as setting the stage, tension, climax, and ending is carefully thought out and placed there to make up a complete story. This order makes sense because if any of these points were earlier or later then it wouldn't make much sense to the reader and would leave them confused.

      Personally, I use this format whenever I'm writing essays as well as it gives me a clear format to work with and allows me to think how my story will play out. I've also seen some authors think about how their story will play out backwards. This means thinking about the conclusion and conflict beforehand before setting the stage in order to bring some shock or unexpected twists.

    1. 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.

      I definitely agree with this statement the author made. I think the design choices we make need to come from the groups of people that actually use a specific product or technology and that we must be more inclusive when making design choices to ensure anyone can use them. I think the people who make these choices (mostly politicians and law makers) don't fully think about this.

  2. Feb 2025
    1. Most notably, if you choose just one persona, and that persona doesn’t adequately reflect the diversity of your users’ behavior, or you don’t use the persona to faithfully predict users’ behavior, you won’t find valid design flaws. You could spend an hour or two conducting a walkthrough, and end up either with problems that aren’t real problems, or overlooking serious issues that you believed weren’t problems.

      I agree with the author on this point. I think by only selecting one persona, not only are you limiting yourself to diverse perspectives on your design, you can also be bias when constructing your solution because it fits your idea of who the audience will be. Creating multiple personas forces you to think about the multiple use cases of your solution and can ultimately lead to a better product.

    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 agree with the statement the author made. I think usability tests are a great way to test out your prototype with a small group of a real-world audience. By testing out your design earlier, you can catch low-level mistakes more easily and implement fixes at the beginning of your design process rather than later. Additionally, I think it's possible to achieve large goals in a low-level design depending on your overall goal. For example, if your goal. is to make navigating through a web page easier than a competitor, a low level prototype can be constructed that has the same functionality, but not aesthetics.

    1. Some of these implicit inputs also have default values. For example, when you first used Google, your search history was empty, your language preference was chosen based on your IP address, and so on. Defaults represent a designers’ beliefs of a user’s most likely expectations, intents, and tasks. It’s important to remember that there is no “average user,” and so your choice of defaults will inevitably serve some people better than others. For example, if Google detects that a browser is in the United States, what language should it default too?

      This paragraph highlights the importance of recognizing bias in user experience. I think default settings are a great feature to have according to certain metadata like location and it's a good way to get started in an application, but there should also be a clear option where the user can select and change their own preferences. This option needs to be readily available and easy to find if designers choose to have default settings.

    1. This means that every prototype has a single reason for being: to help you make decisions. 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.

      I think creating prototype is a very fundamental aspect behind any design process. It doesn't necessary have to relate to visual design either, it can also be creating drafts of writing. The point of prototyping is to go through many iterations while acquiring knowledges throughout each milestone. This new learnings will ultimately lead to your final solution.

    1. Perhaps the most important part of the survey process is the creation of questions that accurately measure the opinions, experiences and behaviors of the public. Accurate random sampling will be wasted if the information gathered is built on a shaky foundation of ambiguous or biased questions.

      I definitely agree with the author's point that crafting relevant questions for user interviews is an important skill. This is something we practiced in class when we learned about the do's and don't of writing questions. Such as not writing yes/ no questions and questions that are obviously bias. Writing good questions for user interviews can ultimately determine the rest of your research and solution going forward. Poorly formatted questions can results in inaccurate results as well.

    1. Your decision of qualitative and/or quantitative presentation of your findings may depend on the type of data captured, who will be viewing your research, and whether qualitative or quantitative data will be easier to understand

      I agree with the author on this point. When it comes to any type of research, your decision of choosing either qualitative and/or quantitative data can be entirely dependent on the use case. For example, when it comes to UI/UX design, it might be better to choose qualitative data as this represents real user emotion and experience captured through words. For quantitative data, we might use when we want to measure patterns or trends. Best used in research papers or scenarios that require crunching numbers in order to arrive to an answer.

    1. One way to avoid this harm, while still sharing harsh feedback, is to follow a simple rule: if you’re going to say something sharply negative, say something genuinely positive first, and perhaps something genuinely positive after as well. Some people call this the “hamburger” rule, other people call it a “shit sandwich.” 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.

      I agree with the author on this perspective of giving criticism. I think its important to acknowledge both the positive and negative aspects of what's being evaluated since the person you're critiquing could feel demotivated. It's important to choose your words wisely, but also stick to being honest since this will result in better change, I often stick to the "hamburger" rule as well whenever I'm providing feedback as I tend to feel more motivated when I'm given a similar format of feedback.

  3. Jan 2025
    1. 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. Then, repeat this process of analyzing the problem, designing, and testing (which we call iteration) until you converge upon an understanding of the problem and an effective solution.

      I think its common for new designers to come up with cool solutions to problems, but there is not much initial thinking on who it would help. I agree with the author that the first important step is to analyze the problem, then generate ideas. The solution doesn't have to come immediately, but once you've identified your audience and painpoints, then it becomes easier to generate ideas..

    2. 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 found this paragraph in Chapter 1 really interesting because the author suggests we should look at design, and situations in general, in a different lens. Too often we focus on what's the most obvious target and work backwards from there, but it can also be beneficial to first consider multiple perspectives and determine other stakeholders in the process. Having a different lens when viewing design choices can allow you to make better decisions and more aware of the user. I think what the author is suggesting overall is that we should not be hyper fixate on particular group.

    1. Scenarios are closely related to the idea of use cases, but differ in when they’re created. You create a scenario before you have a design, to capture the problem context you want to address.

      This is a very good point. I think creating scenarios will help you kickstart the design process and brainstorming in general. Even though it might not be fully accurate, you can get a rough idea of what to expect. It will also help you account for flaws and edge cases which might not be fully noticeable down the line. I'll be creating scenarios for my design process as it will help me plan better.

    1. If you’re clever, perhaps you can find a design that’s useful to a large, diverse group. But design will always require you to make a value judgement about who does and who does not deserve your design help. Let that choice be a just one, that centers people’s actual needs.

      I like this point a lot. I think often people try to come up with solutions that appeal to the masses, which is a good thing, but it's very hard to execute. Like the author said, you'd have to be very clever. But I agree it's better to focus on smaller audiences first to try and solve a specific problem.

    1. Exploiting failure. Most people avoid and hide failure; designers learn from it, because behind every bad idea is a reason for it’s failure that should be understood and integrated into your understanding of a problem.

      I agree with this point! Failure is part of the learning process and whenever I'm studying or doing practice problems, I often learn better by working through my errors so the next time I'm more prepared. Additionally, taking an easy path when doing design can also have cons such as not considering all user painpoints..