WOII | Summary
Reflecting on this module, I have realized that design is much deeper than just making things look "pretty." WOII has helped me articulate observations of everything from high-end art to a simple Oreo, teaching me that every object has a story. By looking at broader themes like Cultural Materialism and Postmodernism, I now understand that my work is "politically situated." My creative choices are not made in a vacuum; they are shaped by the technology and economy I live in (Shifta). A major highlight was recognizing my own artistic inclinations. I used to obsess over technical perfection and clean Modernist grids. However, exploring Postmodernism and Aesthetics taught me the value of visual noise and humor. Whether it was using AI to design a Barbie closet or parodying classical art for a snack ad, I discovered that I enjoy breaking rules to start conversations. This shift has helped me develop the empathy and ideation skills central to effective design thinking (IDEOU). I have also improved at summarizing and presenting ideas by linking personal experiences to complex theories. I now see that as a designer, I am not just creating a product; I am using specific technical and creative skills to communicate (Indeed). I cannot "give" someone an experience; I can only build the tools to trigger their own emotions (Voisen). Moving forward, I want to create work that is more playful and connected to the messy reality of life. (238 words) References:
"Graphic Designer Skills: Definition and Examples." Indeed Career Guide, 16 December, 2025, www.indeed.com/career-advice/resumes-cover-letters/skills-of-graphic-designer "The History of Design." Shifta, 16 August, 2024, weareshifta.com/en/the-history-of-design/ "What is Design Thinking?" IDEO U, 27 March, 2025, www.ideou.com/blogs/inspiration/what-is-design-thinking.
Voisen, Sean. "Experience Cannot Be Designed." Voisen.org, 13 September, 2025, https://seanvoisen.com/writing/phenomenology-and-the-impossibility-of-experience-design/














