15 Matching Annotations
  1. May 2025
    1. The message you create for your web site will differ from the message you create for the boiler-plate at the bottom of your press release, which will differ from the message you create for a webinar—because each is responding to specific needs. But each would follow the And-But-Therefore template you have established.

      This is an interesting perspective. While the way we convey our message, product, etc. changes depending on the use case, having a standardized template on how to convey it seems useful. Especially when considering that one message often needs to be translated into a number of forms, having a template for your message that you can simplify or further elaborate could be very useful.

    1. However, inclusive visions of design as a universal human activity in many ways conflict with the realities of the political economy of design. True, everyone designs, but only certain kinds of design work are acknowledged, valorized, remunerated, and credited. In other words, design is professionalized: certain people get paid, sometimes quite well, to be design experts.

      I feel like these two ideas can co-exist, though. We can still say that everyone can design, and does design solutions to problems in day-to-day life, while also acknowledging that that certain solutions to certain problems hold higher value depending on context. At the end of the day, there will always be some problems that have more benefit to designing a solution for than others, there's no escaping that. The key here, in my opinion, is not to downplay the importance of certain problems (and their solutions) for discriminatory or alienating reasons. Are we prioritizing a certain area of design because it truly is beneficial, or are we ignoring other areas because of our own biases or normative ways of thinking?

    1. Can you think of an example of an interface that doesn’t make its state visible? You’re probably surrounded by them.

      I guess one example I could give is my iphone charger and charging block. The two don't necessarily give any indication of whether they are charging into a phone or other device at all. For that, you'd have to look at the phone or other device itself to see if it is receiving charge. With that said, the charging device itself does not make its state outwardly visible. I think this specific example isn't really that big of an issue, especially considering that the devices themselves do make their state visible. I think this just pushes this idea further. What if your airpod case's light didn't light up when you plugged in your charger? What if you iphone didn't show that its battery was charging?

    1. Usability tests allow the designer to observe these breakdowns in person, helping them to make highly informed interpretations of what caused them, informing redesign.

      I think this is one of the main reasons why I like the prospect of usability tests. There's been a lot of times where I've used products or services and encountered such breakdowns and wondered whether anyone bothered to test before releasing a thing. It's something that doesn't sound all that complicated to figure out, but I feel like it would do wonders if more people did effectively. I feel like if you're not comfortable using your own product, you shouldnt release it. And if you are comfortable using it, maybe look a little harder for things that make you think otherwise!

    1. By using them, you don’t have to teach something new to a person

      This is a great concept, especially considering that its a concept that you can see in most products we use day to day. Wildly different products may still share signifiers, such as using a floppy disk as the save button or a switch-like circle on a track. It allows people to use all types of products, no matter how different, just from making assumptions based on signifiers.

    1. This allows you to have someone pretend to use a real interface, but clicking and tapping on paper instead of a screen

      I think this is a very unique idea that I've never thought about doing. I can definitely see the value though. I think knowing exactly how a product is supposed to work in the first place, even if it doesn't work yet, can help a lot when designing. It's also just using pen and paper, which is a lot less expensive than producing an actual product. This is especially important when you're designing a solution that's in an earlier stage of design, as it prevents time and resources from being spent on something that may or may not work.

  2. Apr 2025
    1. App logo: Visual competitive analysis. The goal of this visual competitive analysis was to encourage my client that the logo directions he was considering were not on par with the competitor logos in conveying a modern and trustworthy app. (Tool: Illustrator)

      This one's interesting particularly because of the context. Rather than analyzing competitors to get a better idea of what our project should accomplish, this one analyzed competitors and compared them to an already existing list of thought up solutions. I think this highlights the importance of competitive analysis as without this, the client was most likely satisfied with the logo options they were already considering. The client should have done this analysis prior, but its good to know that it was done before a final decision on a logo was made (in my personal opinion, I would agree that all of the options were not effective.)

    1. However, it is common for the set of people in survey panels to change over time as new panelists are added and some prior panelists drop out.

      I wonder what standards are used regarding panelists joining and leaving. Is there a strict number of panelists that must be maintained? Are new panelists taken from similar or different locations or backgrounds as those who left? How drastic of a change is seen as a cause of the addition or removal of panelists? Does it make it harder to perceive a change in opinion in a population if the panelist group changes drastically over time? How large is the number of panelists, and does a larger group counteract the effects of selection bias as new panelists are selected? These are all questions that I feel must be relevant if the initial group of panelists is subject to change. I'd assume that there are many studies where the people interviewed are different each time, so I'm wondering what the general consensus is about the possible selection bias that could be present. Even as I'm writing this, though, one could say that there's a higher possibility of selection bias in a set group of panelists for the entire research, as changing the panelists could scramble up the opinions a bit. I'd be interested to see what other research institutes besides Pew use, and if there's a standardized method regarding this or something that's most common

    1. Me: I wouldn’t go that far. Some of that metadata like who else received the message, could be pretty important. Maybe try putting the names of the other recipients.

      I actually love this part of the exchange. The you individual initially responded to the feedback given about the metadata by suggesting it just be removed or not be as prominent. However, the person critiquing clarifies their thinking and gives an idea that both compromises the designer's initial idea with the critiques. This is precisely what feedback and critique should be used for. It's not a way for a critic to just be critical of something for the sake of it, but a way to help improve the design as a whole. This part is also important because it reinforces the designer's thinking rather than disregarding it in a way that says "I acknowledge your idea, here's what I think would make it better".

    1. It would still be your job as a designer to help craft those beginnings of a creative idea into something more concrete.

      Where would one draw the line then when we're talking about turning creative ideas into something more, say, feasible? We previously read about how certain creative ideas get shut down in favor of currently existing ideas or ideas that are perceived as more "in bounds". That's probably not what's being insinuated here exactly, but it got me thinking about the forces that play into turning a creative idea into a final project. I know that I've had experiences where I've come up with a creative idea, then had to constrain myself to design objectives that I initially didn't think I'd have to.

    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.

      It's almost like thing you learn in writing classes. In the same way that you need to be clear and specific when writing scientific papers or argumentative pieces, one has to be very specific was to what exactly the problems are that you're intending to solve. Especially nowadays that tons of people wants to solve the same subset of issues, its important that you add some uniqueness to your particular interpretation of what your problem truly is.

    1. “Everyone designs who devises courses of action aimed at changing existing situations into preferred ones.”66 Simon, H. A. (1969). The sciences of the artificial. MIT Press. . One view, then is that a problem is just an “undesirable situations” (meaning undesirable to a human). Therefore, problems are really just situations that people don’t want.

      I would agree with this assessment. We must also consider that some things are designed specifically to be hinderances or "problems" for a particular party, say, military equipment. All this to say that what a problem really is is up to the person designing it. So I guess a better way of looking at designing is changing a situation from one that isn't valued by a particular userbase, into one that is.

    1. All of this is design, albeit without the venture capital, design degrees, and profit motive.

      In fact, I'd argue that for a great deal of human history, people have designed ways to solve problems without extensive education or the promise of monetary wealth. Planning ways to execute problem-solving initiatives is a human instinct. We've always questioned how we can do things better than we're already doing them, and we've always dreamed up ideas that may not be immediately possible (or, at least not until we try it!). Not to mention that design is one of those things that, at its most basic level, doesn't require extensive education. Everyone is able to think of at least a basic design on how to do something.

    1. if you’re concerned with social justice, it is hard to recommend anything but the design justice perspective, as it places justice at the center of design

      My annotation on this is more of a discussion on design justice itself. Previously in the chapter, 'design justice' argues that "some designs, when they cannot be universal, should simply not be made." This, to me, seems kind of vague depending on the use case. If we are concerned with social justice when designing our information system or product, we'd assume that'd we focus more on things such as accessibility over profit. However, depending on the service, I'd ask how anything could be fully accessible to all people. Are there products that are inaccessible or otherwise unusable by certain people regardless of how accommodating we try to make them?

    2. if you’re concerned with social justice, it is hard to recommend anything but the design justice perspective, as it places justice at the center of design.

      I would ask whether it's realistic to expect every product to adhere to the same standard of design justice - that it should be universal or not exist at all. Previously in the chapter we learn that in many cases, certain people are excluding from using a product due to explicit design decisions. What if a company designs a product to be as effective as possible for the majority of their userbase, at the cost of excluding others? Say one designs a bike to be used for competitive bike racing, is it a fault in the design that it is not amputee accessible? That same bike company could make a separate product for those users, rather than sacrifice the effectiveness of the product that was, through an explicit design decision, made assuming that the rider would be able-bodied.