background preloader

Why You Only Need to Test with 5 Users

Why You Only Need to Test with 5 Users

Related:  ux designPlay-testingUX referencesInnov

Guide to Agile Practices Definition In consultation with the customer or product owner, the team divides up the work to be done into functional increments called "user stories". Each user story is expected to yield, once implemented, a contribution to the value of the overall product, irrespective of the order of implementation; these and other assumptions as to the nature of user stories are captured by the INVEST formula. To make these assumptions tangible, user stores are reified into a physical form: an index card or sticky note, on which a brief descriptive sentence is written to serve as a reminder of its value. This emphasizes the "atomic" nature of user stories and encourages direct physical manipulation: for instance, decisions about scheduling are made by physically moving around these "story cards". Common Pitfalls

Paul Sztajer's Blog - How many players should you playtest with? Reposted from www.throwthelookingglass.comSo, you've started developing your game, and you've got your basic gameplay done. It's time to start playtesting*. The question occurs to you: how many people should be playtesting my game? *If you've got something you can playtest with, you should be playtesting. As soon as possible.

Myth Buster - Conversion Optimization Blog - Neal Cole The Psychology Of Cognitive Load: When seeking to improve conversion on a website it is essential to understand how visitor behaviour is heavily influenced by emotional impulses and sometimes appears irrational. People often react before thinking which is why having intuitive design and a clear visual hierarchy is so key. Visual design matters because there is no such thing as a neutral design. Unlocking the Potential of Digital Ethnography By Anne Lacey, antedote The first time I drove across the United States, I couldn't help but be struck by how different each state and region feels. Even so, I saw that there were clear commonalities that tie together to make the U.S. a single nation. The closest I've come to gaining a grasp of what makes that nation tick has come from examining both the commonalities and differences between all its people and place.

Features - Practical Game Playtesting: A Wii-Based Case Study [Sidhe's Griffiths discusses in depth how the GripShift developer playtested, and then took that feedback to improve, their Wii version of the recent Speed Racer game, from Wiimote tweaks to difficulty changes.] Playtesting a game for the very first time is an incredibly daunting task. I'm not talking about all the preparation that goes into it; I'm talking about the abundance of negativity that is bound to be thrown your way. The first time players get their hands on the game always results in problems -- and when it comes time to write up the report, I realize with each soul-destroying point that it's my job to then present this information to the developers.

7 Brilliant UX Infographics Designing for great user experience is hard. And communicating your design process can be even harder. That’s why high quality infographics can be so helpful. They illustrate complex processes and abstract relationships that can be difficult to express concisely with words. In this post I’m going to share 7 infographics that will help advance your understanding of user experience design.

Design Kit The Field Guide to Human-Centered Design A step-by-step guide that will get you solving problems like a designer. By About this Resource At, part of our mission is to spread human-centered design to social sector practitioners around the world. The Field Guide to Human-Centered Design reveals our process with the key mindsets that underpin how and why we think about design for the social sector, 57 clear-to-use design methods for new and experienced practitioners, and from-the-field case studies of human-centered design in action. Lennart Nacke's Blog - Biometrics, Game Evaluation and UX: Approach with caution The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. My colleague Steve Fairclough recently posted an article on in which he discusses the potential pitfalls of biometric research and how it is currently being sold to the game industry.

Related:  Heuristiques de Nielsen, Schneiderman