- Mar 2025
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www.formalifesciencemarketing.com www.formalifesciencemarketing.com
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In this three-part diagram, tension is graphed on the Y axis, and time is graphed on the X axis. Tension is introduced at the end of the first act or the beginning of second, it rises and rises throughout the second act, and then it is released in a climactic moment. The third act addresses the aftermath and the results that spring from this release of tension.
I agree with the idea that tension builds gradually and peaks at the climax before resolving, as this structure keeps audiences engaged and invested in the narrative. I find this framework useful because it provides a clear roadmap for crafting compelling stories, and it reinforces my understanding of how conflict and resolution drive a plot forward. While this model is widely applicable, some stories may deviate from it by having multiple climaxes or structures, which can create different emotional impacts.
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designjustice.mitpress.mit.edu designjustice.mitpress.mit.edu
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We use design to sustain, heal, and empower our communities, as well as to seek liberation from exploitative and oppressive systems.
I like this quote because it highlights the transformative power of design as a tool for positive change, emphasizing its role in creating resilience, well-being, and empowerment within communities. It underscores the potential of design to challenge and dismantle systems of exploitation and oppression. By centering community needs and values, design becomes a catalyst for progress in almost everything.
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- Feb 2025
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faculty.washington.edu faculty.washington.edu
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First, you need to decide who is representative of the stakeholders you are designing for and then find several people to invite to participate. Who is representative depends entirely on whose problem you think you’re solving and partly on your ability to get access to people that have that problem.
Finding the representative of stakeholders is important since they are the group that you will most likely structure your feedback towards the most. I think it is a bit more difficult to narrow down the general audience to find the representatives depending on the project or thing because the general audience can be made up of tons of people. Representatives might be difficult to find in some projects but they will help your feedback the most.
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faculty.washington.edu faculty.washington.edu
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When you’re designing a user interface, you’re looking for a design that makes these gulfs as easy to bridge as possible. In most screen-based user interface design, bridging these gulfs requires a few strategies.
I agree with this thought because user interfaces should be understandable, accessible, and easy to navigate. Every detail in UI matters from the buttons to probably even the hyperlinks. Every action should be clear and unconfusing as possible. When an interface is hard to navigate through, users often do not know where to go and can usually end up lost and not understanding of the intent .
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faculty.washington.edu faculty.washington.edu
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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.
This thought is one that sticks with me a lot. When I first make a prototype of anything, I like to build on it and get attached. I usually do as much as I can on the first prototype with hopes of getting as close as I can to the final product with it. After I sort out the needs I often will remake it with those thoughts in mind and will keep building on it. Prototypes provide a lot of information in solutions.
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www.pewresearch.org www.pewresearch.org
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The choice of words and phrases in a question is critical in expressing the meaning and intent of the question to the respondent and ensuring that all respondents interpret the question the same way. Even small wording differences can substantially affect the answers people provide.
I believe wording in questions to be very important in life just as they are in interviews. Wording includes your tone and other things such as underlying questions and emotion. Context also needs to be addressed when wording questions as it is vital that the person answering understands what you are asking.
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medium.com medium.com
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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.
I think this is a good consideration in general that can be applied to real life as well. Competitors should serve more as an inspiration and idea rather than being straight up copied. I have used this consideration a lot when thinking of ideas or trying to push for one and it has served me well in expanding my thinking.
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- Jan 2025
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faculty.washington.edu faculty.washington.edu
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Our society values criticism much more than it does creation, constantly engaging us in judging and analyzing rather than generating and creating things. It’s also easy to provide vague, high level critical feedback like “Yeah, it’s good” or “Not great, could be improved”. This type of critique sounds like feedback, but it’s not particularly constructive feedback, leading to alternatives or new insights.
The point about vague feedback like “It’s good” or “Could be improved” resonates with me because such comments lack depth and don’t provide any room for growth. I find this perspective useful because it highlights the importance of offering constructive, specific feedback that fosters creativity and problem-solving. It also reminds me to be more intentional in my own feedback, focusing on generating ideas rather than just critiquing.
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faculty.washington.edu faculty.washington.edu
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However, most societies do not value creative thinking and so our skills in generating ideas rapidly atrophies, as we do not practice it, and instead actively learn to suppress it11 Csikszentmihalyi, M. (2014). Society, culture, and person: A systems view of creativity. Springer Netherlands. . That time you said something creative and your mother called you weird? You learned to stop being creative. That time you painted something in elementary school and your classmate called it ugly? You learned to stop taking creative risks. That time you offered an idea in a class project and everyone ignored it? You must not be creative.
The author talks about how society is not the most accepting of those that stray away from the path of norms. I agree as I have seen this happen a lot in person. An example that comes to mind is when the creator of the "Scrub Daddy" sponge came to promote his idea and it was shot down and lowballed due to the fact that it was a company in the sponge market. Although many creative ideas are shot down, many norms derive from creativity.
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faculty.washington.edu faculty.washington.edu
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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.
I believe this point to be very valid when brainstorming. Scenarios are very essential to design processes because they can simulate what perspectives could be. It can also help you with the bumps in the road before you start anything. I relate to this statement a lot because I often create scenarios in my head because I want to include as many as I can when taking any action.
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faculty.washington.edu faculty.washington.edu
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Therefore, the essence of understanding any problem is communicating with the people. That communication might involve a conversation, it might involve watching them work, it might involve talking to a group of people in a community.
I think this is a very underrated aspect when solving issues or designing things. Communication is very deeply rooted when trying to solve issues, I believe that respect and empathy are both things to be considered when talking to others. Communication also leads to more answers that can be used and collaborated on.
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For one person a situation might be undesirable, but to another, it might be greatly desirable
This issue comes up a lot when solving any problem and it is a big reason why sometimes the "solution" just does not work. When coming to find solutions for problems, the solution that fits the criteria of all or most perspectives should be taken. I also feel like more people would relate to this more than they think. An example that comes to mind for myself is how I sometimes don't want to go to class or the gym but then I realize that other people would go crazy for my opportunity
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faculty.washington.edu faculty.washington.edu
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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.
I had never considered thinking about the human values that simple apps could bring. Other apps that I think are similar in the way that they can show empathy are generally any food and delivery apps, and maybe some social medias like Facebook that can help people reconnect with each other. Although these apps cater to different audiences, other ones could greatly benefit.
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faculty.washington.edu faculty.washington.edu
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Quickly I learned that design was much, much more than what was visible.
I relate to this realization a lot. I never knew how much planning, creativity, and intent are needed to even formulate a design regardless of how simple it is. This statement made me realize that there is more that goes on in the background of a design no matter how simple it is.
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