This week, our lecture focused on where content comes from and who owns it. We explored different sources of content, such as client-supplied, self-generated, and user-generated content, as well as the importance of content curation. Understanding these distinctions is key in design, as it shapes how material is gathered, adapted, and presented to suit a project’s needs. I found this to be an important stage in my design learning, as it has given me a clearer sense of responsibility and creativity when working with content and how best to present it within my own design work.


Resilience talk - Glenda

Today in class, we had a talk with Glenda from the employability team, who focused on the importance of resilience, particularly at this stage of the academic year. With increasing pressures around workload, second-year expectations, and securing placement opportunities, Glenda highlighted how resilience plays a key role in managing challenges and staying motivated. We discussed what resilience means on a personal level, which I see as the ability to recover from setbacks, stay determined, and continue showing up for yourself. This strongly resonated with me, as resilience has been central to my development as a designer, especially coming into the course without a strong background in graphics or illustration and still finding my own strengths. Glenda also spoke about self-confidence and how we present ourselves, emphasising that while strong work is important, employers are often equally interested in attitude, mindset, and how you carry yourself. Overall, the talk was insightful and reassuring, reinforcing the value of confidence and resilience alongside technical skill.


Where does content come from?

In class, we discussed what content is and where it comes from. Content can originate from a range of sources, each with its own purpose and considerations. Client-supplied content is provided directly by the client, often including text, imagery, or brand assets that reflect their business. Self-generated content is created by the designer or team themselves, giving more freedom to shape the message and style. Third-party sources such as Wikipedia or other reference sites can provide useful information, but need to be checked for accuracy and ownership. Finally, user-generated content comes from the audience or community, such as reviews, posts, or shared media, which can add authenticity and engagement to a design. Learning about these different areas has helped me better understand how content can be applied in design projects, and how choosing the right source impacts both presentation and user experience.

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Defining content creation

We also touched on content creation, particularly through platforms such as Instagram, YouTube, and other social media channels. These spaces allow individuals, brands, and designers to generate their own content in creative and engaging ways, whether through visuals, video, or interactive media. The purpose of this type of content in design is to connect with audiences, communicate messages effectively, and build identity or community around a product or service. Exploring how content is created and shared in these contexts helps open up different pathways for design, as it highlights the opportunities to experiment with new formats, reach wider audiences, and adapt design approaches to suit different platforms and user expectations.

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Content curation

Kyle also introduced us to the idea of content curation. Content curation is the process of sorting through the vast amounts of material available on the web and presenting it in a meaningful and organised way around a specific theme. It involves sifting, selecting, arranging, and publishing information so that it becomes useful and engaging for an audience. Learning about this showed me how important it is not just to gather content, but to structure and present it carefully so that it supports the purpose of a design and communicates the intended message effectively.

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User stories exercise

Towards the end of the day, Kyle set us a task to create our own user stories for our smartwatch apps. For my concept, which focuses on assisting users with disabilities, this exercise felt particularly insightful. I created three different user stories that I felt clearly captured the purpose of my app and the real needs it aims to support. This task proved to be extremely beneficial, as it reshaped how I thought about my idea from a user-first perspective. Writing user stories encouraged me to reconsider which features were truly necessary and how they would provide genuine value in everyday situations. It also reinforced my confidence that there is a real need for a smartwatch app like this. Moving forward, user stories will play a much bigger role in my research and design process, helping ensure my decisions remain grounded in accessibility and real user needs.

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As a user with a physical disability,

I want my smartwatch to provide quick, accessible controls and reminders,

So that I can manage daily tasks independently and with confidence.

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As a user with sensory or cognitive challenges,

I want clear, simple notifications and visual or haptic guidance,

So that I can understand important information without feeling overwhelmed.

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