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	<title>Comments on: Resources for Adventurous Usability Techniques</title>
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	<link>http://www.uie.com/brainsparks/2006/08/30/resources-for-adventurous-usability-techniques/</link>
	<description>UIE\'s latest insights on the world of design</description>
	<pubDate>Sat,  6 Sep 2008 03:34:12 +0000</pubDate>
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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-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 - 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-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-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'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: "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've put in, the team has an emotional investment in the status quo and will naturally tend to "defend" their design. Even when the team clearly understands the need for changes, it'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."  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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