13 Matching Annotations
  1. Last 7 days
    1. The fundamental idea of a walkthrough is to think as the user would, evaluating every step of a task in an interface for usability problems. One of the more common walkthrough methods is a Cognitive Walkthrough77 Polson, P. G., Lewis, C., Rieman, J., & Wharton, C. (1992). Cognitive walkthroughs: a method for theory-based evaluation of user interfaces. International Journal of Man-Machine Studies. . Despite having been published in the early nineties, the technique is quite general, since it focuses on what people are thinking while using an interface rather than the interface.

      I totally agree with this quote. I like that cognitive walkthroughs focus on what people are actually thinking as they move through an interface, instead of just how the interface looks. It shows that even older methods can still be super relevant, since understanding the user’s mindset never really goes out of style.

    1. Usability tests can help you learn about lower level problems in a user interface (layout, labeling, flow, etc.), 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.

      Yeah, I totally agree with this quote as usability tests are awesome for catching stuff like confusing buttons, weird layouts, or a clunky flow. But they don’t really show if the design actually fits into someone’s real life or if it’s genuinely useful. It made me realize that even if something tests well in a lab, it might still fail to be meaningful in the real world. I think it’s a good reminder that good design is about more than just making things easy to use and it’s about making them worth using.

  2. Oct 2025
    1. The gulf of evaluation is the gap between the output and feedback an interface provides and a person’s ability to relate that output to their goal. In our alarm example, if pressing the visible on/off to “on” made the switch visibly move to an “on” state (and perhaps even make a satisfying click sound), that’s the interface bridging the gulf of evaluation, providing feedback to the user to help them understand the effect of pressing the switch.

      I think the idea of the gulf of evaluation makes a lot of sense, especially when you think about how confusing some interfaces can be. I like how the example of the alarm switch shows how simple feedback, like a click or a visual change, can make a huge difference in understanding what’s happening. It made me realize how much we rely on small cues like that to feel confident that something actually worked.

    1. As you can see, prototyping isn’t strictly about learning to make things, but also learning how to decide what prototype to make and what that prototype would teach you. These are judgements that are highly contextual because they depend on the time and resources you have and the tolerance for risk you have in whatever organization you’re in.

      I really agree with the idea that prototyping isn’t just about making something, it is about figuring out what’s worth making and why. I think that perspective is super useful because it reminds me that not every idea needs a polished version right away and sometimes a quick, rough prototype can teach you more. It also made me realize how much context matters like how your time, resources, or even your team’s comfort with risk can totally change what kind of prototype makes sense.

    1. Once the main competitors have been identified, conduct a heuristic evaluation of the competitor’s end-to-end user experience. When possible, keep in mind your product’s goals, how you want users to feel about using your product, and why they would prefer using your product over the competitors. Here are some common user experiences to evaluate:Sign up & LoginEase of account creationFast or slowHard or easySocial Sign up/LoginInitiating the main taskPerforming the main taskSuccessful completion of the main task (learn more about task analysis)

      I didn't really think about the functionality of things like sign-up or login functionality when doing a competitive analysis before, but this reading made me realize how important that actually is. I used to focus more on the main features, not the smaller things that affect how users interact with a product. Now I see that those parts can really impact how smooth or frustrating someone's experience is. It definitely changed how I think about what makes a product stand out.

    1. One of the most significant decisions that can affect how people answer questions is whether the question is posed as an open-ended question, where respondents provide a response in their own words, or a closed-ended question, where they are asked to choose from a list of answer choices.

      Yeah I totally agree with the fact that the way you word a question really changes the kind of answers you get. For example, a bad question would be something like "why is instagram not a good app?" because this is forcing the user to feel some type of way. In my project, I noticed that when I asked open-ended questions like "How do you feel during your week at school?" people give a lot more interesting and detailed answers. I also actually understand how they feel without forcing them to feel some way

    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.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 totally agree that critiques should be a two-way conversation rather than just one person pointing out flaws. It makes a lot more sense when both the designer and the critic are actively explaining their reasoning because it feels more collaborative that way. I also like the idea that critiques are only as good as the person giving them as it reminds me how important it is to get feedback from people who actually understand the problem you’re solving.

    1. How do you figure out what’s wrong with those bad ideas? Externalize often. The more you express those ideas—in words, in sketches, in prototypes, in demos—the more visible those flaws will be to you and other people. There’s a reason that Leonardo da Vinci kept a notebook in which he sketched and wrote every idea he had: it allowed him to see those ideas, share those ideas, critique those ideas, and improve those ideas. Had he kept them all in his head, his limited capacity to see and reason about those ideas would have greatly limited his productivity.

      I really like this section and think the idea of externalizing your ideas is super useful. I've noticed that when I sketch something out or explain it to someone else, I can spot the flaws way more easily than if I just keep it in my head. The Leonardo da Vinci example makes a lot of sense too as it shows even really smart people need a way to organize their thoughts. It's making me realize I should probably write down or sketch my ideas more often instead of trying to remember everything.

  3. Sep 2025
    1. By now, you should be recognizing that problems are in no way simple. Because everyone’s problems are personal and have different causes and consequences, there is no such thing as the “average user”77 Trufelman, A. (2016). On average. 99% Invisible. . Every single solution will meet some people’s needs while failing to meet others. And moreover, solutions will meet needs in different degrees, meaning that every solution will require some customization to accommodate the diversity of needs inherent to any problem

      I agree with this because it is true that there really isn't such a thing as an "average user" and everyone's needs are so different. But it makes me wonder: if every solution is going to leave some people out, how are we supposed to actually solve issues? I guess it is more about finding a balance and deciding who/what you're prioritizing rather than trying to make something perfect for every single person.

    1. Arguments, in contrast, are inherently about the causality of a problem and you write them to persuade someone that a problem is real and important.

      I agree that arguments are important because they help show the causes and effects of a problem, which makes it easier to persuade others that the issue is real and needs to be solved. I've noticed that without this kind of framing, people often overlook why something matters in the first place. Being able to lay out that causality feels extremely important to getting others on board with a design problem.

    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 really agree with participatory design because it's so much more effective than just assuming what people's problems are. Actually involving stakeholders in the process makes sure their needs are truly represented instead of just guessing. It feels like the best way to design solutions that will actually help the people using them, but I also understand that not everyone's issues with always be fully met and I wonder if we can come up with a technique some day that solves this 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.

      Wow I love this, this is so true and I agree with it completely. I can definitely relate to this because I interned at Microsoft this summer working on mkaing Github Copilot better for our codebase using things like MCP servers and Copilot instructions, and I always expected the AI to improve after adding more, but it just wouldn't. Instead of taking it as a failure, it became a learning experience for my team about AI and its unpredictability/lack of consistency.

    2. Software engineers do many kinds of design. They design data structures, algorithms, and software architectures. Front end developers occasionally help with interaction design, unless they work in an organization that has dedicated interaction designers

      I agree with this statement overall, but from my experience as a software engineering intern for the past three summers, there's definitely a lot more design work than what is listed. I was the one who designed all the platforms I later built, including the websites, appllications, APIs, and much more. I also had to design testing frameworks/platforms, and design for security and scalability. This reading resonated with me because it reminded me why I wanted to go into Informatics in the first place as someone who is interested in Computer Science: to really really understand the design aspect of SWE, since there is actually so much that goes into it beyond coding.