6 Matching Annotations
  1. Last 7 days
    1. Critiques are two-way. It is not just one person providing critical feedback, but rather the designer articulating the rationale for their decisions (why they made the choices that they did) and the critic responding to those judgements. The critic might also provide their own counter-judgements to understand the designer’s rationale further.

      I really agree with this idea that critique should be two-way. In many classroom or work settings, feedback feels one-sided — someone tells you what’s wrong, and you just listen. But when designers explain their rationale, it opens up a more meaningful conversation. I found Ko’s framing useful because it reminds me that critique is about growth and understanding, not just judgment. It changes my perspective on feedback — instead of feeling defensive, I can see it as a collaborative dialogue to refine ideas together.

  2. Oct 2025
    1. One critique of human-centered design is that it narrowly focuses on people and their needs rather than a systems-level view of the activities that people engage in, and the multiple people and systems involved in those activities.

      I think this critique of human-centered design is very valid. While HCD has helped make products and services more usable, it sometimes treats people as isolated users rather than participants in a much larger ecosystem. However, no design can fully involve 100% of the people, so it’s understandable that designers focus on specific groups or needs. I think the challenge is finding a balance between addressing individual users and considering the broader systems that shape their experiences. This perspective makes me think more critically about how design decisions can unintentionally impact other parts of the system, even when the intention is to help people.

  3. Sep 2025
    1. Another form of knowledge to distill is who you’re designing for. Many designers will capture this in the form of personas1,51 Adlin, T., Pruitt, J., Goodwin, K., Hynes, C., McGrane, K., Rosenstein, A., and Muller, M. J. (2006). Putting personas to work. ACM SIGCHI Conference on Human Factors in Computing (CHI). 5 Peterson, M. (2016). The Problem with Personas. Prototypr. , which are fictional people that you’ve described that attempt to capture the different types of people you might design for.

      I think the idea of using personas is really interesting because it helps designers focus on real human needs rather than just abstract ideas. At the same time, I agree with the critique that personas can sometimes feel too fictional or stereotypical, and if they aren’t grounded in actual research, they might misrepresent the people you’re designing for. This reading makes me realize that while personas are useful tools for organizing knowledge about users, they should always be supported by real conversations and evidence from the community.

    1. And if you haven’t talked to the people you’re trying to help, then how could you possibly know what their problems are, or how to help them with design?

      I really agree with the point that if you haven’t talked to the people you’re designing for, you can’t truly understand their problems. Too often designers make assumptions about what users need, and this can lead to solutions that don’t actually help or even create new problems. This reading reminded me that design isn’t just about creativity or technical skill—it’s also about empathy, listening, and real engagement with the people you want to serve. It changes my perspective by showing me that good design requires not just observation, but active communication with users.

    1. One of the most common in the world today is human-centered design11 Bannon, L. (2011). Reimagining HCI: toward a more human-centered perspective. ACM interactions.  (sometimes called user-centered design, but many people find the word “user” to be too limiting).

      I agree with the idea of human-centered design because nowadays everything is designed to make people's lives easier. It makes sense to focus on people’s needs first, since technology and design only matter if they improve the way we live and interact. This perspective also changes how I think about design—it’s not just about making something look good, but about creating solutions that actually fit into people’s daily lives.

    1. After some time, I also realized that if design was problem solving, then we all design to some degree. When you rearrange your room to better access your clothes, you’re doing interior design. When you create a sign to remind your roommates about their chores, you’re doing information design. When you make a poster or a sign for a club, you’re doing graphic design. We may not do any of these things particularly well or with great expertise, but each of these is a design enterprise that has the capacity for expertise and skill.

      I totally agree with the idea that design is a form of problem solving that everyone participates in. I really relate to the example of rearranging a room because I just moved into a new place and had to rearrange everything—the bed, the desk—and it felt like I was doing interior design. This made me realize that even small decisions in daily life involve creativity and problem-solving.