18 Matching Annotations
  1. Apr 2025
    1. Several chapters reflect on the complexities of relying on multiple meth-ods within one study, which is an excellent way to triangulate data butcan multiply the number of challenges researchers face. The authors useboth surveys and interviews (chapter 9); rely on surveys, interviews, and4I N T R O D U C T I O Nautomated social media data scraping (chapter 10); use surveys, automateddata collection of participants’ media environment, and focus groups(chapter 11); and rely on observations, interviews, and content analysis(chapter 12)

      Relying on different forms of research could make challenges arise but I think it is necessary because retrieving certain data may not be possible from just one source of method. But I think different forms may strengthen how reliable data is because it could allow for cross-validation.

    2. By drawing onlessons learned from over a dozen scholars’ cutting-edge research, this vol-ume addresses methodological challenges researchers face in our digitalera. By focusing attention on the concrete details seldom discussed in finalproject write-ups or traditional research guides, it equips both junior schol-ars and seasoned academics with essential information that is all too oftenleft on the cutting-room floor.

      I would have thought that in the digital era it would be easier to collect data. I wonder what specific challenges would arise. Is it an ethics issue? The amount of data? How do researchers ensure the data they collect is valid? The sentence above this one mentioned visiting Chile to connect with respondents in rural cities. I am confused on why this was necessary if the research is on using digital media to study social science.

    3. This book brings together essays from scholars doing cutting-edgeresearch both using digital media to study social science questions andasking social science questions about digital media’s increasing importancein everyday life.

      I think using digital media to study social science is an effective way to research it. On social media, everyone shares their thoughts, opinions, and their interactions with others are in plain view. I think observing online behavior can provide insight into social dynamics and public sentiment.

  2. Mar 2025
    1. The And-But-Therefore template is useful precisely because it temporarily puts aside the need to craft public-facing language, and focuses instead on the key structure of the narrative you need to communicate to your audiences.

      The And-But-Therefore keeps people engaged in what story of one's design and how it came to be. I think that it is necessary to use it because someone who may not be familiar with your field or the intricacies of your design may need some context/ be introduced to the problem it aims to solve. Then, they can properly engage with whatever is being taught instead of having a lot of information thrown at them. Understanding the narrative is crucial.

    1. Before seeking new design solutions, we look for what is already working at the community level. We honor and uplift traditional, indigenous, and local knowledge and practices.

      I think this is very important. Sometimes, people may think they are doing good by creating a resource that aims to emulate design justice, but there is a disconnect between it and the actual needs and experiences of the community it is meant to serve. One has to understand and value existing solutions without imposing their own assumptions or overriding what already works. Design justice has to come from community collaboration.

  3. Feb 2025
    1. Another heuristic is real world match. The concepts, conventions, and terminology used in the system should match the concepts, conventions, and terminology that users have.

      This raises the question of what constitutes a real-world match. Different users may have different mental models, so what feels intuitive to one person might be confusing to another. Even small wording choices can impact usability and highlights the importance of aligning design with users' expectations.

    1. We call these failures breakdowns, the idea being that someone can be following the correct sequence of steps to complete a task, but then fail to get past a crucial step

      This shifts the focus from user mistakes to flaws in the process itself. I agree with this idea because sometimes people can follow instructions but still get stuck because of poor design or unrealized problems. This makes me think about how important it is to design systems that are intuitive and anticipate potential failures instead of just assuming users will always figure things out.

    1. Does it work? It depends on whether the users would be familiar with this iOS convention of a switch looking like a little movable circle in a track. Conventions are design patterns (combinations of design decisions) that people have already learned

      This makes me think that when designing something technological, designers may have to choose to design for IOS, or in a way that most IOS users would understand. I think this raises the question of whether designers should prioritize platform-specific design choices or opt for a more universal design. A universal design that doesn't lean more toward one brand's convention can make technology more inclusive by ensuring that users across different devices, operating systems, and maybe varying levels of tech experience can interact with it more easily.

    1. In this method, rather than using our hands, we use our whole bodies to simulate the behavior and interactions we want to explore. Like sketching, it’s incredibly fast, and doesn’t really require any special tools.

      This doesn't seem effective at all in any meaningful sense. It is fast and tool-free but lacks repeatability and precision. I don't really see how anyone can make design improvements solely through bodystorming. It's not really concrete and has nothing to measure.

    1. Throughout the survey, an effort should be made to keep the survey interesting and not overburden respondents with several difficult questions right after one another.

      What if the survey and problem doesn't have much room for "easy questions" to break up the more difficult ones? I feel like a survey shouldn't need to be simplified, but unfortunately that's the only way to get responses. If the questions are modified to be simpler, are the insights derived from them even meaningful anymore? The complexity of the subject requires more nuanced answers but then one risks losing participants. I feel like it makes one have to choose between depth and breadth.

    1. Since competitors can emerge at any time or may increase (or improve) their offerings, the competitive research should be iterative and continue as long as you are working on that project.

      I was wondering what can be considered a competitor. I recognize this article is mainly discussing UX design, but what if a competitor isn't necessarily another company offering a technological solution? For my group's competitive analysis, we thought competitors could be any other type of service that indirectly meets the same user needs, even if they aren't technology based.

    1. Intuitive. Human beings are not born with much innate knowledge. What people mean when they use this word is that someone can infer from the information in a design what the purpose or intent of something is, based on all of the prior knowledge they’ve acquired in their life, including encounters with a long history of user interface conventions and domain concepts. That is not “intuitive,” but rather, closely mapped to someone’s knowledge

      I think an example of this is when users are met with a pop-up message on websites that requires a user to select one of two options, the block that would be most preferred to be selected is usually filled in with a dark color and on the right, while the other one isn't and is on the left. I don't disagree with the statement, but I also wonder how it isn't useful. I think it can be in some contexts. Maybe it isn't really intuitive in the natural sense but I think making predictions on how someone would interact with a system based on the several other encounters with user interfaces isn't necessarily a bad thing or something one shouldn't prioritize.

  4. Jan 2025
    1. 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 it

      I think this is why non-STEM degrees are dying out. Anything that requires abstract thinking or creativity is looked down upon, ex: Humanities majors seen as "easy" or "not useful." I think that the skills used in these fields create a more well-rounded person and help foster innovation. In the context of informatics, I think that learning to brainstorm and generate ideas for designs and systems by understanding the broader social and ethical implications is important and can lead to more impactful solutions. Fostering this creativity through interdisciplinary learning provides a more comprehensive understanding of many challenges and how to approach them.

    2. Surround yourself with the complexity and rich contexts of the world and you’ll have no problem generating ideas, though they’ll be inherently informed by what you see

      I think that this raises the question of what constitutes a "rich context." People may stay in their own bubble and not branch out, leading to ideas that are limited to their own environment and experiences. I think it should involve exposure to different perspectives, cultures, and settings. Additionally, maybe rich contexts can include platforms such as books, films, or online spaces that can serve as gateways.

    1. Now, compare it to the first one we wrote above: which problem are you more excited about solving? Which one would you green light if you were a manager?

      While I agree that an argument has to be well articulated, I can't help but wonder if a manager's personal bias would contribute to whether or not a project is green lit. What if they don't see the cause as worthy? The decision can still be influenced by the manager's subjective view or priorities.

      I think good arguments should connect the facts to the broader values of the organization, demonstrating the potential impact, and showing why the cause matters. Even if bias is present, I think a good argument an mitigate it.

    1. Secondary research does not communicate with people, but leverages insights that others have gained from communicating with people, and published in research papers, books, and other sources.

      At first I thought that there couldn't be much harm at all in using secondary research, but I realized that because it doesn't engage with people directly, there could be potential for misinterpretation or misapplication of the data. Additionally, it may not always be contextually relevant or up to date as well as the risk of overlooking bias or limitations in the original research. Primary research provides the depth and specific insight required to address design problems.

    1. Some design scholars are skeptical about human-centered design because they don’t believe modeling and verifying people’s needs through a few focused encounters is sufficient to actually address people’s problems, or systems of activities1212 Norman, D. A. (2005). Human-centered design considered harmful. ACM interactions.

      I find myself slightly disagreeing with this. While no system is perfect, I think human-centered design allows one to consider the users and their needs which ultimately results in a product that appeals to many because it addresses problems that people have expressed. I think the critique that it doesn't sufficiently address systems of activities can be applied to every other paradigm as well. I find human-centered design and universal design to be the ones that I would lean more towards when designing something, as the others seem to sacrifice too much in the process.

    1. In a way, all of these skills are fundamentally about empathy55 Wright, P., & McCarthy, J. (2008). Empathy and experience in HCI. ACM SIGCHI Conference on Human Factors in Computing (CHI). , because they all require a designer to see problems and solutions from other people’s perspectives, whether these people are users, other designers, or people in other roles, such as marketers, engineers, project managers, etc.

      I agree with this, but I also wonder how a designer would be able to put themselves in other people's shoes for various situations. I think it's inevitable to have biases and preferences, and one may subconsciously prioritize those scenarios. There can be problems a user faces that a designer just doesn't think of, which is why it's important that there are people of various backgrounds on these deisgn teams.