12 Matching Annotations
  1. Last 7 days
    1. Some researchers have addressed these flaws in persona choice by contributing more theoretically-informed persona. For example, GenderMag is similar to the cognitive walkthrough like the one above, but with four customizable persona that cover a broad spectrum of facets of software use

      I find this section on GenderMag and theoretically informed personas really fascinating. I agree that traditional personas often oversimplify users, and I like how GenderMag introduces specific cognitive and motivational dimensions to make design more inclusive. The five factors, such as information processing style and risk-taking, reveal that people approach technology in very different ways, and designers must account for this. This made me realize that inclusivity isn’t just about who uses the product, but also how they think, learn, and make decisions when using it.

    1. For example, if you are designing a course planner for students, you would want to recruit students (but what kind of students)?If your representative users are challenging to recruit, you might have to get creative. I’ve often had to walk into coffee shops and ask random strangers, or spam mailing lists to ask people to participate. You have to be a bit bold and courageous to find participants, and find ways of compensating them for their time and attention. If you’re working for a company that invests in a whole team to find people to participate in user studies, you might be able to delegate this recruiting work to them.

      I like this point about how recruiting participants often requires creativity and courage, like approaching strangers or using mailing lists. It shows that good research isn’t just about having a solid plan; it’s also about being proactive and resourceful. I agree that finding representative users is one of the hardest parts of user research, since not everyone will fit the target audience or be easy to reach. This made me appreciate how much behind-the-scenes effort goes into designing a good study and how researchers often have to step outside their comfort zones to get meaningful results.

  2. Oct 2025
    1. Let’s define each of them. Input is any kind of data that a user provides to a computer. Most often, these are keystrokes, mouse positions, mouse clicks, taps, and other sequences of low-level inputs. These lower-level inputs are usually aggregated into higher level inputs, such as clicks, taps, text strings, and gestures, which user interfaces then process. Every user interface accepts some range of input, and those inputs each have some structure. Part of a user interface is providing means by which users can express those inputs in valid structures.

      I find this explanation of input really clear and helpful; it breaks down something we often take for granted when using technology. I agree with how the reading shows that input isn’t just about pressing buttons but about how systems interpret and structure those actions. It makes me think more about the design challenges behind making input feel “natural” for users. For example, gestures or voice commands might seem simple to us, but they require careful design to ensure the system understands them correctly. This section made me appreciate how much thought goes into translating human intention into digital interaction.

    1. Whereas a sketch is just an informal drawing used to facilitate communication, a paper prototype is something you can actually test. Creating one involves creating a precise wireframe for every screen a person might encounter while using a design, including all of the feedback the user interface might provide while someone is using it. This allows you to have someone pretend to use a real interface, but clicking and tapping on paper instead of a screen. If you plan the layout of an interface in advance, then decide which parts of the interface you need to change in order to test the interface with someone, you can build one of these in less than an hour.

      I like how this section highlights the practicality and accessibility of paper prototyping. I agree that being able to “pretend to use a real interface” through paper is such a simple but powerful way to test ideas early without committing to code or visuals. It really changes how I think about design; I used to assume you needed advanced tools to prototype effectively, but this shows how low-tech methods can be just as valuable for gathering feedback. I also appreciate that it emphasizes speed and iteration; being able to build a testable prototype in under an hour encourages experimentation instead of perfectionism.

    1. Researchers will sometimes conduct a pilot study using open-ended questions to discover which answers are most common. They will then develop closed-ended questions based off that pilot study that include the most common responses as answer choices. In this way, the questions may better reflect what the public is thinking, how they view a particular issue, or bring certain issues to light that the researchers may not have been aware of.

      I find this explanation of using pilot studies to develop better survey questions very insightful and practical. I agree with the idea because starting with open-ended questions allows researchers to ground their closed-ended options in real, authentic responses rather than assumptions. This approach helps avoid bias and ensures the survey reflects how people actually think and talk about an issue. It also changed my perspective by showing how much thought goes into crafting good survey questions; something that seems simple but actually requires careful testing and iteration.

    1. Understanding the landscape of competitors not only helps inform your design decisions but it also helps inform the overall product strategy. A UX competitive analysis uncovers valuable opportunities to create a superior product and stand out from the competition.

      I agree with this statement because understanding the competitive landscape is essential for designing products that truly meet user needs while standing out in the market. A UX competitive analysis doesn’t just help designers replicate what already exists; it helps them identify gaps, pain points, and opportunities for innovation. I also find this idea useful because it reframes competition as a learning tool rather than a threat; instead of focusing only on differentiation for its own sake, it emphasizes how analyzing others’ successes and failures can strategically guide better design and product decisions.

    1. In many ways, being critical is easier than being generative. 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.

      I personally think this kind of shallow criticism is mainly due to the heavy influence of social media. Platforms like Instagram, Twitter, and TikTok encourage quick, surface-level reactions, likes, emojis, or short comments, rather than thoughtful, in-depth feedback. People are trained to respond instantly, often prioritizing attention or social approval over meaningful engagement. This environment promotes brief, generalized judgments such as ‘cool’ or ‘not my vibe’ instead of nuanced suggestions or creative insights, which can make it harder for individuals to practice giving or receiving constructive criticism in more substantial contexts.

    1. In my experience, ideas come from surrounding yourself with rich context.

      This made me think of the phrase "with age comes wisdom". I think most people can agree that nowadays, people don't really use this phrase because they don't believe in it. But I think the phrase still holds some truth, as this passage describes. With age (and time), you can gain experience through trial and error in whatever you are doing. Experience cannot be taught; one must go through it themselves to gain the wisdom/knowledge from it.

  3. Sep 2025
    1. Once you have defined goals, personas, and scenarios, the final challenge is to try to explain the problem you’re solving to other people. If you can’t do this, you can’t convince them you have a real problem to solve, you can’t convince other people to help you solve it, and you certainly can’t convince a boss or an investor that you should spend time on solving it.

      In one of the other INFO classes I'm taking this quarter, we discussed systems thinking, which involves many independent parts working together to achieve a common goal. I think in the same sense, the use of personas, scenarios, and defining goals is similar to the systems thinking process that I am learning about in the other class.

    1. Now, that doesn’t mean that a situation is undesirable to everyone. For one person a situation might be undesirable, but to another, it might be greatly desirable.

      This reminded me of selecting which kart to use when playing Mario Kart. When you observe the overview for each kart, it shows you the stats for the kart's speed, acceleration, steering, etc. Each kart has different stats across the board, with both strengths and weaknesses. But they are all balanced by their stats. If one kart has really high stats for speed and acceleration, it may not have that high of steering. A kart might even just have average stats across all attributes. Likewise, when talking about desirable and undesirable situations, you must sacrifice some parts to improve other parts; you can't have everything at once.

    1. After some time, I also realized that if design was problem solving, then we all design to some degree. When you rearrange your room to better access your clothes, you’re doing interior design. When you create a sign to remind your roommates about their chores, you’re doing information design. When you make a poster or a sign for a club, you’re doing graphic design. We may not do any of these things particularly well or with great expertise, but each of these is a design enterprise that has the capacity for expertise and skill.

      This paragraph made me realize how simple the title "Designer" is on paper, but the variety of expertise in designing is almost endless. As the text mentions, designing can be as simple as everyday problem-solving, such as rearranging your room, but it can also become extremely complex, like software engineering. I've always naturally associated the term "design" with art-related professions such as interior design, but I see that it stretches far beyond my narrow perceptions.

    1. Then, repeat this process of analyzing the problem, designing, and testing (which we call iteration) until you converge upon an understanding of the problem and an effective solution.

      As I read this description of the human-centered design paradigm, it reminded me of the "scientific method" that I learned about in elementary school. To me, it seems like the scientific process of observing, questioning, coming up with a hypothesis, experimenting, and arriving at a conclusion is very prevalent in this paradigm as well. I know that the scientific method is applicable in many cases, but I find it interesting how even in complex topics such as these, the basis of all these "paradigms" and formulas all wind up back to the same method.