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	<title>Comments on: Resources for Adventurous Usability Techniques</title>
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		<title>By: Web in the burbs &#187; So that logo&#8230;</title>
		<link>http://www.uie.com/brainsparks/2006/08/30/resources-for-adventurous-usability-techniques/comment-page-1/#comment-143470</link>
		<dc:creator>Web in the burbs &#187; So that logo&#8230;</dc:creator>
		<pubDate>Wed, 13 Aug 2008 09:02:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.uie.com/brainsparks/?p=314#comment-143470</guid>
		<description>[...]  Looking Back on 16 Years of Paper Prototyping - Jared Spool [...]</description>
		<content:encoded><![CDATA[<p>[...]  Looking Back on 16 Years of Paper Prototyping &#8211; Jared Spool [...]</p>
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		<title>By: adaptive path &#187; blog &#187; blog archive &#187; Signposts for the Week ending September 1, 2006</title>
		<link>http://www.uie.com/brainsparks/2006/08/30/resources-for-adventurous-usability-techniques/comment-page-1/#comment-23174</link>
		<dc:creator>adaptive path &#187; blog &#187; blog archive &#187; Signposts for the Week ending September 1, 2006</dc:creator>
		<pubDate>Fri, 01 Sep 2006 15:46:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.uie.com/brainsparks/?p=314#comment-23174</guid>
		<description>[...] The cool kids are all abuzz about Flickr adding geotagging. Jeff Veen explains why. (For more fun in this space (pun intended), check out MIT&#8217;s PlaceMap Project.) Crazy good collection of links from UIE on field research. [...]</description>
		<content:encoded><![CDATA[<p>[...] The cool kids are all abuzz about Flickr adding geotagging. Jeff Veen explains why. (For more fun in this space (pun intended), check out MIT&#8217;s PlaceMap Project.) Crazy good collection of links from UIE on field research. [...]</p>
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		<title>By: Words and Software : Resources for prototyping</title>
		<link>http://www.uie.com/brainsparks/2006/08/30/resources-for-adventurous-usability-techniques/comment-page-1/#comment-23102</link>
		<dc:creator>Words and Software : Resources for prototyping</dc:creator>
		<pubDate>Thu, 31 Aug 2006 20:03:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.uie.com/brainsparks/?p=314#comment-23102</guid>
		<description>[...] So, let&#039;s talk about prototyping instead, just because the User Interface Engineering blog posted an excellent collection of resources yesterday. I wrote a bit about our usability testing last year (has it been that long already?). We used a prototype then, although it was a bit more sophisticated than the paper prototypes mentioned in this article. Although there are great arguments for paper prototyping based on costs and time and efficiency, I think the emotional one is key. As the author explains: &quot;Modifying a paper prototype is much less painful than for the developers than modifying an actual product. With a real product, because of the substantial amount of work they&#039;ve put in, the team has an emotional investment in the status quo and will naturally tend to &quot;defend&quot; their design. Even when the team clearly understands the need for changes, it&#039;s tough to throw away all that hard work. In contrast, because paper prototypes are so easy to create and modify, there is less invested effort to defend. As a result, development teams become more flexible and willing to try new ideas.&quot;  Filed Under: User experience [...]</description>
		<content:encoded><![CDATA[<p>[...] So, let&#8217;s talk about prototyping instead, just because the User Interface Engineering blog posted an excellent collection of resources yesterday. I wrote a bit about our usability testing last year (has it been that long already?). We used a prototype then, although it was a bit more sophisticated than the paper prototypes mentioned in this article. Although there are great arguments for paper prototyping based on costs and time and efficiency, I think the emotional one is key. As the author explains: &#8220;Modifying a paper prototype is much less painful than for the developers than modifying an actual product. With a real product, because of the substantial amount of work they&#8217;ve put in, the team has an emotional investment in the status quo and will naturally tend to &#8220;defend&#8221; their design. Even when the team clearly understands the need for changes, it&#8217;s tough to throw away all that hard work. In contrast, because paper prototypes are so easy to create and modify, there is less invested effort to defend. As a result, development teams become more flexible and willing to try new ideas.&#8221;  Filed Under: User experience [...]</p>
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