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Practitioners-Guide-User-Experience-Design

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used to it.<br />

The point fell flat, and I’d spent a good deal of time trying to make the prototype<br />

interactive and as high-fidelity as possible. I was using the wrong methods to speak to my<br />

stakeholder. If I could go back now I’d do it all differently. I’d mock up only the first<br />

page, put it on a phone, and walk through the office tallying how many people said they<br />

would swipe vertically to move through the article. Such a simple, low-cost test carried<br />

out the moment the issue came up would probably have been sufficient to make the case<br />

for extending our deadline. I took too long to build a complex prototype to test something<br />

that already had great evidence in its favor. Worst of all, though, the prototype gave<br />

credence to the alternate possibility.<br />

That experience taught me a lesson I’ll always be reminding myself about—pick<br />

your battles and how you’ll fight them. I had fought for other design features of the app,<br />

but this was the most important one, core to the experience. I should have better<br />

anticipated how dug in my boss was going to be about the timeline—as bosses very often<br />

are—and gathered more support before going to him, and I should have worked more<br />

quickly. I also should never have shown him such a fully developed prototype in order to<br />

make a basic point about such a fundamental aspect of utility.

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