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Practitioners-Guide-User-Experience-Design

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and open to changing or abandoning it. Tests allow you to gather hard, empirical evidence,<br />

which can be used to defend a design decision or can help you see early enough that<br />

you’ve got to change your plan. You’ve got to think of the interactive prototypes you’re<br />

building as the means for testing a hypothesis, not for proving it, and as with all scientific<br />

experiments, you have to be careful not to introduce any experimenter bias. The<br />

information you collect will help you confirm or revise your understanding of your user<br />

personas, will validate or disprove assumptions you’ve made about how well your design<br />

is crafted, and will almost always inspire some good new ideas. You should think of<br />

yourself as an anthropologist going out in the field to observe.<br />

My determination to make sure the products I work on are sensitive to users is always<br />

fueled by observing people “in the wild” using their mobile devices. I’m continually<br />

astonished by the lengths to which people are willing to go to read minuscule type or work<br />

their way through a clunky interface. If you catch me in the subway looking over your<br />

shoulder at your phone, I’m probably watching how you navigate rather than trying to<br />

follow along with the story. I encourage you to always be doing these “field studies.” They<br />

have been a great source of insight for me, usually showing me what not to do but also<br />

helping me think of features I can offer and situations I should try to replicate in user tests.<br />

For apps for mobile devices, if users have told me they are always on the device on<br />

the subway, I’ve conducted tests with subjects standing to see if I can get them to use a<br />

device one-handed, because people often have to stand on the subway and hold onto a<br />

strap or pole while riding. To test the Times’ free article-counter feature, I might give users<br />

thirty minutes to read several articles and then ask them to tell me about the day’s news.<br />

This would be a way to simulate their normal reading scenario. It’s all about getting as<br />

close as possible to actual circumstances, both mentally and physically, for more reliable<br />

results. A user tapping a stationary phone on a table or clicking with a mouse when she is<br />

accustomed to a trackpad does not represent actual conditions well enough.

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