New answers tagged prototyping
I like earlier responses, but in addition, I would point out that if users were not aware that time was an issue, you will have so much variability in your data that unless the effect is huge, it will not be significant. In the future, you can use systems like Verify (verify.com) allow you to quantify completion rates and task times on individual screen ...
You could count: Number of times user has to ask for clarification, grouped by task Number of times user has to ask for clarification, grouped by element Number of times user "presses" or interacts with an element, only to realize it doesn't do what expected Count the number of times users accomplish task X on the first attempt. Asking users for their ...
I would ask respondents to estimate ease of completion for task (such as 1-very difficult -> 7-very easy) or ask them to map how easy they'd think it would be to do within a real app, if that's part of your goal. Maybe like you, I've found too many potential distractors with paper-prototypes to make stopwatch time useful.
As the name suggests USER experience, your role is focused on the user. While designing skills are useful, they are not essential. What would be useful is to know how to perform various methods of research and analysis to understand the user and find user pain points and using problem solving skills to fix these problems. Not all the time is the solution a ...
You don't need every core competency Our professional practice includes many core competencies. Nobody excels at them all. Your strengths can be in two or three of these: Information architecture — how things are organised, based on research, taxonomy, user needs, and so on. Interaction design — based on patterns and standards, cognitive psychology, user ...
From my experience, the lowest of low-fi prototypes (wire wireframes, paper prototypes) are not that suitable for users that are not involved in the development process. The abstraction level they would have to use is too high to get reliable information. "Imagine, that this is a list of products on your cart" simply does not work that well. I tend to use ...
it depends. if its for feedback and brainstorming with other members in your team paper prototyping is good. if its for gathering feedback from potential users i'd suggest you use an actual device compared to paper prototypes. specially if you're prototyping for for mobile. why is this? because the user needs to feel they are 'using' the product.
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