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It’s important to keep in mind that the prototype is what you are testing and not the user. In usability testing, the user is always right - if something is too complicated or not working well - don’t grow frustrated with the user but understand that the product or service is lacking intuitive design.
Make sure to give the user some context - it’s important the user feels in the loop and isn’t left totally in the dark. That being said - be aware to not overexplain. Overexplaining is the enemy here and will really defeat the purpose of what you are trying to accomplish. Balance is key.
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Keep the goal in mind that you want to gather as much information as you possibly can as early as you can and that you’re doing this for 3 main reasons.
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When users are exploring the prototype ask them to say their thought processes out loud so you can see how their mind is working and observe more closely. This might take some getting used to for some users - but it will help you evaluate the intricacies much closer.
Observe how users...
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User testing refers to the method used in the design thinking process which evaluates the product, feature or prototype with an end user.
User testing involves multiple steps - designers must create a test plan, recruit participants, perform the test and analyse the results for findings a...
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Prototyping is all about creating an illusion. To prototype your solution, you’ll need a temporary change of philosophy: from perfect to just enough, from long-term quality to temporary simulation. This is the “prototype mindset,” and it’s made up of four simple principles:
Testing and validating ideas in smaller groups is a great Trojan Horse for more meaningful changes. But regardless of meaningfulness, change takes time.
Humans don’t deal well with big changes. And it’s important to stay strong and not get frustrated if the progress is slower than you’d hop...
A team can run around 15-20 discovery iterations a week. The tools that should be in a team's toolbox are:
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