13 Matching Annotations
  1. May 2025
    1. (cis-normativity, or the assumption that all people have a gender identity that is consistent with the sex they were assigned at birth) that has been built into the scanner, through the combination of user interface (UI) design.d-undefined, .lh-undefined { background-color: rgba(0, 0, 0, 0.2) !important; }1Jonathan Calzada, scanning technology, binary-gendered body-shape data constructs, and risk detection algorithms, as well as the socialization, training, and experience of the TSA agen

      I agree with what this part are talking about the design is exclude specific groups. But think about from the designer side, it's hard to include every user group, determine gender identity consistent with the sex they were assigned at birth might be hard for management. But yeah, i agree design should try to be as inclusive as possible, although the reality may be it's hard to design for everyone, we should still try to reach the goal.

    1. Cognitive modeling66 Olson, J. R., & Olson, G. M. (1990). The growth of cognitive modeling in human-computer interaction since GOMS. Human-Computer Interaction.  is a collection of methods that build models, sometimes computational models, of how people reason about tasks. GOMS44 John, B.E. and Kieras, D.E. (1996). The GOMS family of user interface analysis techniques: comparison and contrast. ACM Transactions on Computer-Human Interaction (TOCHI). , for example, which stands for Goals, Operators, Methods, and Selection Rules, is a way of defining expert interactions with an interface and using the model to predict how long it would take to perform various tasks. This has been useful in trying to find ways to optimize expert behavior quite rapidly without having to conduct user testing.

      I totally agree with this statement. It's important to understand the logic behind oour suser's behavior instead of just consider the asthetic design.

    1. Not all think aloud is valid33 Gill, A. M., & Nonnecke, B. (2012). Think aloud: effects and validity. ACM International Conference on Design of Communication (SIGDOC). . Human beings cannot reliably tell you about perceptual phenomenon such as 1) why they didn’t notice something or 2) what they noticed first.

      I totally agree with this statement. It's important to keep this in mind as a designer since we will always receive critique and suggestion. Always have a reason for the design decision we make and alway balance between different options we can choose.

    1. The first strategy for bridging gulfs of execution to define clear The first strategy for bridging gulfs of execution to define clear affordances11 Rex Hartson (2003). Cognitive, physical, sensory, and functional affordances in interaction design. Behaviour & Information Technology. . An affordance is a relationship between a person and a property of what can be done to an interface in order to produce some effect.

      As a designer, it's important to help users know the affordance of the different UI. Knowing this concept help me build up awareness of making UI simple, and make them looks like parts that's able to interact with.

    1. 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.

      As a designer I totally agree with this, I think this is something I really need to remind myself everyday since sometimes I might be too "satisfy" with my prototype and i don't want to throw away them. But the most valuable thing for design is we can quickly find a better idea to replace the old one, and there is always a better one. Just like the quote said that we user prototype to aquire knowledge

  2. Apr 2025
    1. Did anyone try to solve it in the past and fail?Why did they fail?

      I totally agree with these. The most important knowledge we can learn from competitive analysis is to save ourself the cost of trying. Building things base on the worldly current understanding can help us avoid spending a lots of time building something others have already failed on doing. Having this detailed analysis, learning from others' mistakes help to get to our problem space with a more advance lens.

    1. In general, questions that use simple and concrete language are more easily understood by respondents. It is especially important to consider the education level of the survey population when thinking about how easy it will be for respondents to interpret and answer a question.

      I agree with this statement, it's important to get to know the participants, and adjust the problem space base on that. I think we should not only just with the education level, we should consider the demographic's cultural background, religion background, social-economic status as well.

    1. 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.

      I didn't consider user-friendly as a word that's vague and in-precise at first. But after reading this, I agree with this statement. It's true that not stating how specifically, but just said it's friendly is not helpful. Since a product can be user friendly in a lots of way, just saying it's friendly it's like saying something but without evident to support the statement.

    1. These good ideas can come from anywhere: look to products on the market, products that are no longer on the market, the solutions that people are already using to solve a problem

      I can really related to this because I am the kinds of kids not having too many ideas. But after learning that most of my peers are having ideas not because of they are more creative than I am but they spent more time on learning what are some successful examples other people have made, and redesign or reuse these ideas,I start to try it too. This turns to work pretty well for me, and I figure out creating is not making something brandly new, but re-desgin on the foundations of others..

    1. Better, right? It shows the scale of the problem and it shows multiple consequences of the problem. It even adds a bit of context to the problem, talking about weeknights specifically and the types of food that Americans can’t enjoy. It leverages the detail from the scenario and persona, but integrates them into a logical argument.

      I personally stay neutral about this method. Although this is a way to show how important it's to solve the problem, I think it can easily lead to cognitive bias, especially confirmation bias. We might intentionally look up data that can support our claim, and over exaggerate the problem.

    2. 它展示了问题的规模,并展示了问题的多重后果。它甚至为问题增加了一些背景,具体讨论了工作日的夜晚和美国人不能享受的食物类型。它利用了场景和人物的细节,但将它们整合成一个合乎逻辑的论点。

      I personally stay neutral about this method. Although this is a way to show how important it's to solve the problem, I think it can easily lead to cognitive bias, especially confirmation bias. We might intentionally look up data that can support our claim, and over exaggerate the problem.

    1. There is no right method for understanding problems. Every design context has its own constraints, whether money, time, skill, or circumstance.

      I agree with this viewpoint. As a UX researcher, It's important to stay mindful with not over relying on one specific method. I think it's important for us to try different user research methods at the beginning of our design journey. This can equipped us to be more flexible in future's user research.

    1. Design justice argues, then, that some designs, when they cannot be universal, should simply not be made.

      I can see where this is coming from, but I do consider this to be too extreme. I think it's reasonable for designers to have a standard they trying to align to but it's almost impossible to design things that can be used by everyone since people are just so different. I believe if a design can serve its user groups nicely, it can be considered valuable to make.