On the other hand, there are some design principles that one might use to make more absolute judgements of “good” design. Let’s start with some common, but vague principles, that are not particularly useful:Intuitive. Human beings are not born with much innate knowledge. What people mean when they use this word is that someone can infer from the information in a design what the purpose or intent of something is, based on all of the prior knowledge they’ve acquired in their life, including encounters with a long history of user interface conventions and domain concepts. That is not “intuitive,” but rather, closely mapped to someone’s knowledge.User-friendly. This is another imprecise phrase. What does it mean to be “friendly” with a user? Nice? Supportive? Helpful? This phrase suggests a lot without meaning a lot, and does not facilitate precise design critique.
This section makes me think about how the described definition of “good” design could be a double edged knife. Although I agree a design could be created as intuitive and user-friendly, I believe that will fully depend on the niche the designer has in mind when designing something. I believe it kind of bring us back to chapter one (or maybe 2?) where wherever we make a change to a given design, we benefit one group that will be using that design and negatively impacts another group that also will be using that design.