8 Matching Annotations
  1. May 2025
    1. Some stories are sticky. They remain in our minds for years, sometimes decades. How can we create life science marketing messages that stick? The answer is to embed the message into a story with the right structure. In this issue, I’ll decode the secret to the structure that makes stories sticky.

      The article made me realise how much more engaging stories become when tension is added, and I agree that the “And-But-Therefore” structure is a simple but effective way to make messages stick. Before reading this, I hadn’t thought about how just listing facts (“and, and, and”) isn’t enough to hold anyone’s attention

    1. It.d-undefined, .lh-undefined { background-color: rgba(0, 0, 0, 0.2) !important; }1Muhammad Khurram’s June 2017, and I’m standing in the security line at the Detroit Metro Airport. I’m on my way back to Boston from the Allied Media Conference (AMC), a “collaborative laboratory of media-based organizing” that’s been held every year in Detroit for the past two decades.1 At the AMC, over two thousand people—media makers, designers, activists and organizers, software developers, artists, filmmakers, researchers, and all kinds of

      The reading made me realise how airport security technology is designed around binary gender norms, which unfairly targets and humiliates people who don’t fit those categories. I agree with the author that these systems are not neutral—they reflect the biases and assumptions of those who create them, often making life harder for marginalized groups. This changed my perspective by showing how important it is to include diverse voices in design so that systems work fairly for everyone

    1. hus far, we’ve discussed two ways of evaluating designs. Critique collaboratively leverages human judgement and domain expertise and empiricism attempts to observe how well a design works with people trying to actually use your design. The third and last paradigm we’ll discuss is analytical. Methods in this paradigm try to simulate people using a design and then use design principles and expert judgement to predict likely problems.There are many of these methods. Here are just a sample:

      Ko Chapter 10 explains how methods like heuristic evaluations and cognitive walkthroughs help find usability problems early, without needing real users. I think this is very helpful because it lets designers fix problems before spending time and money on user tests. This chapter made me see how careful analysis can make designs better and save effort later.

    1. Critique leverages intuition, expertise, and judgement. These are powerful, invaluable sources of feedback, but they do have limitations. Most notably, they can be subjective and sparse. What if instead of expert speculation about whether a design will work (which is prone to “blind” spots55 Nathan, M. J., & Petrosino, A. (2003). Expert blind spot among preservice teachers. American Educational Research Journal. , such as masking hard problems that experts view as easy), you want to actually observe whether it will work?

      I found Ko Chapter 9 really useful because it highlighted the importance of choosing the right empirical evaluation method for different design situations. I agree that relying only on expert opinions can miss real user problems, and the chapter made me think more critically about how I interpret usability data.

    1. For most of these readings, we’ve been talking about design in manner agnostic to the medium in which you’re designing. You might use the methods and ideas we’ve talked about to design anything from toothbrushes to tablets. But media vary. Smartphones are different things than desktop computers. Tablets are different from augmented reality. Each of these media have their own challenges, their own constraints, and their own conventions. And so there’s knowledge about each medium that a designer needs to know.

      I found Chapter 7’s explanation of interface design really insightful, especially the focus on how every decision about inputs and outputs can impact users differently. I agree with the author that designers have a responsibility to think about diversity and inclusion, like when setting default languages or considering accessibility. This chapter made me realize that even small design choices can have big consequences for different groups of people, and I appreciate how it challenged me to think more critically about who is served by the interfaces I use and create.

    1. Building things takes a long time and is very expensive, and usually much more than anyone thinks. Don’t spend 6 months engineering something that isn’t useful.

      I really liked how Chapter 6 emphasized that prototyping is all about learning and making decisions, not just about quickly building something. I agree that it’s easy to fall into the trap of thinking you should just start coding, but prototyping first can save so much time and effort by helping you test your ideas early. The range of prototyping methods described-from sketches to Wizard of Oz-was especially useful, and it made me realize how flexible and creative the design process can be.

  2. Apr 2025
    1. So you have a design. How do you know if it’s any good? We’re going to talk about three ways to know in this book: 1) critique, 2) empiricism, and 3) analysis.

      Chapter 8 by Ko made me realize that feedback works best when it’s helpful and comes from someone who knows what they’re talking about, not just someone being vague or negative. I agree with the idea that good feedback should include both positives and negatives, like the “hamburger” method, because it keeps things honest but respectful. The chapter also changed how I think about what makes a design “good.” I now see that it really depends on the situation and what values matter most, which I hadn’t thought about before.

    1. n our chapter on how to design, I mentioned a mystical abductive process called “creativity”. But I didn’t explain where it comes from, how it works, or how you “do” it. Is this something that you can learn to do? It is something you’re born with?

      I liked the part where Ko talks about how everyone is creative, but we often stop being creative because of negative feedback from others. I agree with this, I’ve had times where I didn’t share ideas because I was afraid of being judged. It was helpful to read that creativity is something we can practice and get better at. It makes me feel like I don’t have to be “naturally creative” to come up with good ideas.