This link has been bookmarked by 13 people . It was first bookmarked on 21 Aug 2007, by zomigi.
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05 Nov 09
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Users are given realistic tasks to perform by interacting directly with the prototype
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Using transparency or removable tape prevents the prototype from being written on directly
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The “computer” does not explain
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identify which parts of the interface are self-explanatory and which parts are confusing
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Each tab is on a separate piece of paper
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radio button is simulated using removable tape
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tacked on with restickable glue so they can be changed
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prototype only needs to be good enough for you to get answers to the questions you're most concerned about
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it's OK to tell them what it says. (But if the user doesn't understand a term, don't explain it -- change it.
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do your initial testing with grayscale printouts of screen shots, or sketches using any dark-colored marker
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don't worry about adhering exactly to a grid. It's OK if components are of varying sizes
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Don't spend time making the prototype look neat before you test it -- if it's legible, it's good enough
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Are there key concepts they gloss over or misconstrue
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Do they have to keep flipping back and forth between screens
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Does the interface provide the right information for users to make decisions
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fields in the order that users expect? Is the amount of information overwhelming, not enough
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technical capability
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there always be at least one person involved who understands the technical constraints
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“response time” is artificial.
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Web page designs that discourage the user from scrolling either down the page or back up to the top
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you can revise the interface very quickly, even during a usability test
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example next to a confusing edit field or a sentence of explanation
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paper prototyping does find most of the same problems that you'd find by testing the real thing
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encourages users to focus on the concepts and functionality
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they've been briefed appropriately
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I explain that we know the design has some rough edges (sometimes literally!) but that we want to get their feedback before we've invested a lot of effort to build the wrong thing
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they'll feel more comfortable exploring your design.
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users appreciate knowing that their input is being requested while there's still time to incorporate it
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18 Jun 08
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16 Jun 08
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05 Jun 08
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04 Apr 08
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09 Mar 08
ted bongiovanniSure, it's low-tech, but this usability testing method can help you sidestep problems before you write your code
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27 Jan 08
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23 Jan 08
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18 Jan 08
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21 Aug 07
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30 Jun 06
Alex Sandro GomesSure, it's low-tech, but this usability testing method can help you sidestep problems before you write your code
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