14 Matching Annotations
  1. May 2025
    1. This sociotechnical system is sure to mark me as “risky.d-undefined, .lh-undefined { background-color: rgba(0, 0, 0, 0.2) !important; }1Muhammad Khurram,” and that will trigger an escalation to the next level in the TSA security protocol..d-undefined, .lh-undefined { background-color: rgba(0, 0, 0, 0.2) !important; }11

      This sentence really resonated with me because even though I’m not trans, I’ve still experienced how rigid systems can make people feel “risky” just for being different. As a person of color, I’ve noticed that certain spaces whether it’s airport security or job interviews automatically treat me with more suspicion. I believe it’s unacceptable that these systems are designed in ways that don’t account for the diversity of real human bodies and identities. In my opinion, design should always prioritize inclusion and comfort, especially in places like airports where people already feel vulnerable.

    1. Methods in this paradigm try to simulate people using a design and then use design principles and expert judgement to predict likely problems.

      This chapter made it clear how powerful analytical evaluation can be when user testing isn't feasible. I especially appreciated the step-by-step breakdown of the Cognitive Walkthrough, thinking like the user at each step really highlighted how many small usability issues can go unnoticed. The addition of GenderMag was also eye-opening; it reminded me how easy it is to unintentionally design for just one kind of user. I’ll definitely start being more intentional about including diverse personas in my evaluations. The heuristic evaluation section also reinforced how important it is to design with clarity and real-world expectations in mind; something I’ll be more conscious of going forward.

    1. The goal of most usability tests is to discover aspects of a design that cause someone to fail at some task.

      I really liked how this chapter emphasized the importance of observing real user behavior over relying solely on expert judgment. It made me reflect on how often we assume people will use something a certain way, but in reality, they might get stuck or confused in places we didn’t expect. The idea of 'breakdowns' as a core focus of usability testing helped me rethink how I would evaluate a design. I now see why just asking users for feedback isn't enough. Watching them struggle (or succeed) is so much more informative

    1. Interfaces are not natural; they’re carefully envisioned and evolved.

      This line reminded me of the first time I helped my parents set up a new smart TV. What felt intuitive to me, like navigating settings or connecting to Wi-Fi was confusing and frustrating for them. It made me realize that what seems natural in a digital interface often depends on prior experience not instinct. That interface was not actually natural. It was designed in a way that aligned with the habits I had already developed. This experience helped me understand that thoughtful interface design means considering the perspectives of people with different levels of familiarity and comfort with technology.

    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.

      This insight really resonates with me, especially thinking back to a hackathon I participated in recently. My team and I jumped into coding too quickly, thinking we had a solid solution. But halfway through, we realized we didn’t fully understand our users’ needs or the pain points we were trying to address. Looking back, a simple low-fidelity prototype, even just sketches, could have helped us clarify what problem we were solving and saved hours of backtracking. This quote reframes prototyping not just as a technical skill but as a thinking tool, one that helps guide decisions, not just execution. It reminds me that in any design process, it's just as important to ask why you're building something as it is to ask how you'll build it.

  2. Apr 2025
    1. Researchers will sometimes conduct a pilot study using open-ended questions to discover which answers are most common.

      I found the section on the importance of pretesting surveys and conducting pilot studies especially relevant to a recent assignment where I interviewed students about their experiences with our class registration process and issues with swapping classes. Initially, I assumed certain challenges were obvious, but through these interviews, I realized that students often interpreted registration problems differently than I expected. Some focused on technical glitches, while others emphasized lack of communication or stress about losing spots in required courses. This experience reinforced how crucial it is, as the article mentions, to test questions early and ensure they capture a range of perspectives. If we had simply launched a survey without these interviews, we likely would have missed important nuances — a reminder that effective questionnaire design really is both an art and a science.

    1. 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 really connected with the point that competitive analysis should be about understanding competitors rather than copying them. While working on a UX project during a hackathon, I realized how important it is to focus on what best serves users instead of just replicating features. This article helped reinforce that mindset.

    1. Design critiques have a number of unique features that try to ensure that feedback is useful:

      I really liked the part where the reading says, "Design critiques have a number of unique features that try to ensure that feedback is useful" (Ko, Ch. 8). I think this is a really important point because it shows that critiques aren’t just about finding what's wrong with a design but also making sure the feedback actually helps improve it. I’ve been in situations where feedback was vague or just felt like a personal opinion, so the idea of making feedback useful and grounded in the design goals really stuck with me. It’s something I’ll definitely keep in mind when giving or receiving feedback in the future!

    1. The best way to have a good idea is to have a lot of ideas.

      I love this quote and how it reframes failure as a necessary part of creativity. It’s reassuring to know that bad ideas aren’t wasted—they’re stepping stones toward better ones. It makes the process feel less intimidating and more like an ongoing exploration. I’ve definitely been guilty of expecting my first idea to be perfect, but this reminds me that quantity can lead to quality with enough reflection and iteration.

    2. 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

      I really appreciated how this chapter demystified creativity. I’ve always thought of it as something you either “have” or “don’t,” but the idea that creativity is a skill we unlearn over time really resonated with me. I remember being told that my ideas were “weird” when I was younger and I definitely started second-guessing myself after that. It’s empowering to think that the ability to be creative is already in all of us, we just have to nurture it.

    1. A persona is only useful if it’s valid.

      The line really resonated with me, especially because of some work i've done with a startup. I learned how dangerous it can be to rely on assumptions—whether it’s about how users consume news or how marginalized communities access technology. I worked on refining user experiences by listening closely to real people’s concerns and frustrations, not just imagining them. This line reminded me that creating inclusive and effective designs means grounding every persona in lived experiences and real research, something I’ve grown passionate about through my work.

    1. That means that problems are inherently tied to specific groups of people that wish their situation was different. Therefore, you can’t define a problem without being very explicit about whose problem you’re addressing.

      I really appreciate how this section emphasizes the importance of who a problem belongs to. It reminded me that in design, it’s not just about identifying pain points in a system, but understanding the human experience behind those points. It challenges the common mistake of generalizing users into one “average person,” which often erases nuance and perpetuates bias. This perspective also ties deeply into ethical design—if we aren’t intentional about who we’re designing for, we risk ignoring the very people who need the most support. I’m curious how this approach can be balanced in large-scale systems where stakeholders have conflicting needs—what does an “equitable” compromise really look like in practice

    1. Some design scholars have questioned whether focusing on people and activities is enough to account for what really matters, encouraging designers to consider human values

      I could connect this to my experience with misinformation in my community. Growing up, I saw how platforms like WhatsApp spread false narratives about mental health, reinforcing stigma within South Asian households. This made me realize that design isn’t just about usability—it also influences what people see as ‘truth.’ A lack of value-sensitive design can enable misinformation to flourish, shaping harmful perceptions. This experience showed me that designers have a responsibility to consider not only usability and accessibility but also the ethical impact of the information their platforms distribute.

    1. Quickly I learned that design was much, much more than what was visible. Design was where ideas came from. Design was methods for generating ideas. It was methods for evaluating ideas.

      I used to think of design mainly as the visual aspect of a product. However, I realized that design is deeply tied to user needs, idea generation, and decision-making. I was working on a project creating new features/improvements for a social media app, and I quickly realized how my technical programming classes had not prepared me for this type of role. Every feature required careful thought about how users interact with the platform, making me appreciate how crucial design is beyond aesthetics.