7 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.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.

  2. Oct 2025
    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.