8 Matching Annotations
  1. Mar 2025
    1. Tension and the three-act structure of stories How does tension play out across the three acts? When you search online, it’s easy to find diagrams that show story structure. The following diagram is a synopsis of several of the most common structures. In this three-part diagram, tension is graphed on the Y axis, and time is graphed on the X axis. Tension is introduced at the end of the first act or the beginning of second, it rises and rises throughout the second act, and then it is released in a climactic moment. The third act addresses the aftermath and the results that spring from this release of tension.

      Seeing the graph reminded me of how any essays, movies, or stories go. Every stage of the story is extremely important as the beginning sets the audience up with the information that they should worry about. Then by emphasizing the role of tension throughout the story and during the conflict, it makes the story stand out much more as authors are able to effectively connect classic storytelling principles to real-world marketing challenges. The conclusion also plays an important role as it's a way for the user to be satisfied with the outcome or be left with a thought-provoking question that lingers in their mind.

  2. Feb 2025
    1. The gulf of execution is the gap between what a person wants to do with an interface and what inputs are actually possible to provide. It’s the struggle every person has to translate their goal into input that further their goal

      I find this concept to be interesting and important to implement. It's something that we use to help us proceed further in the goal. I have never really think much about this concept before in the past as all I did was think that a design should be implement it, then think that's probably all I need to do. But now I understand that this concept might not fit and easy to understand for all of the users.

    1. You don’t always have to prototype. If the cost of just implementing the solution is less than prototyping, perhaps it’s worth it to just create it. That cost depends on the skills you have, the tools you have access to, and what knowledge you need from the prototype.

      I feel like this is a statement that we should all consider. I agree that prototype is a very important process that we all need to do when it comes to designing something. But if there's a method that has been working for a long time and you want to implement it, the need to prototype shouldn't be as important. I feel a lot of companies need to consider this to cut cost and time.

  3. Jan 2025
    1. Add up all of these little moments and where most people end up in life is possessing a strong disbelief in their ability to generate ideas. Some of my students have also argued that pressure to pursue more “logical” careers rather than creative ones disincentivizes youth to pursue (and therefore practice) creative endeavors.

      This made me think about my experience as a kid studying in Vietnam. I didn't have the chance to solve problems creatively, as my teachers would tell me to do things in a specific way, and my friends would tell me that I was weird for doing things the way I did. However after I moved and started attending school in the US, I had trouble doing creative tasks like writing essays or designing something for a class project. This reading reminded me that not everything should be followed step by step, it's something to help guide you through the problem as with creativity, you can get a better result than what you expected.

    1. One simple form of knowledge is to derive goals and values from your data. What are people trying to achieve? For example, let’s say you did a bunch of interviews about trying to find a place to rent in Seattle. One person talked about trying to afford rent, another person talked about trying to save time by finding the right location, another person had a physical disability that made the layout of the house important. You need to extract these goals and represent them explicitly and try to understand what they are. Different designs may serve different goals, and so understanding the space of goals that you might design for is critical.

      From this, we can see that everyone has something different that they are looking for in a design. So it's our job to look at all of the responses that we acquired throughout the interview processes and reach the "best" conclusion. This led to understanding the goals that you're aiming for is a crucial part when it comes to designing the solution. By focusing on our potential new goals from the interview, we would get the best design that would help the most amount of people.

    1. The person you’re designing for is not like you and really not like anyone else. The best you can do is come up with a spectrum of needs to design against, and then decide who you’re going to optimize for.

      I feel like this is something many people tend to forget when it comes to designing. During the process of designing, you're doing to combat an issue and you need to understand the demographic you're designing this for. As we can see from the video earlier, a blind person who's trying to use an ATM that has a label "Audio jack", how can a blind person see that label and know where to plug in the headphone jack. I feel like it would be best if the designers would be able to do an interview or some sort of data collecting to fully understand the demographic that this design is being made for.

    1. Design was where ideas came from. Design was methods for generating ideas. It was methods for evaluating ideas. It was ways of communicating ideas

      I agree with this statement as design is something that has many different complex details that are hidden from the user. It's a way for the creators/designers to express their ideas with others so they can evaluate these ideas. This process is one that allow one's design to be improve through many iterations with the feedbacks received from others which could be a long process that will meet the requirements, or needs from other sources.

    1. design is a way of thinking, a mindset, a form of optimistic approach to imagining better worlds. The video argues that it is something fundamentally human. But what makes design good?

      After watching the video and thinking about the statement, I agree that "design" is much more complex than what normal people would think. It might seem simplistic to some, but the process is anything but that. People need to spend time, thinking about whether this "design" will fit the theme or can be used in the long run. This gives anyone a chance to design anything as long as they give the appropriate amount of time to design the task