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Another thing we learned was that in design there is not always a right answer. In class when we viewed Hall of Shame examples, most times there were blatant aspects that we as a class could agree made the interface more difficult to use. However, most applications don't have clearly defined lines like this. We frequently encountered user issues where one user might consider an aspect a convenient feature while another user considers it a terrible design flaw. We encountered these decisions even amongst our own team members, such as when we were deciding how to do self populating fields in our add/edit bill interface.

As prototyping was new to all members of our team, we made some 'rookie' mistakes during paper prototyping that resulted in a lost of valuable feedback. Instead of focusing on the interface's usability, our users were distracted with issues in our tasks wording and navigation blunders as a result of not being able to see the top of the prototype easily from their seat. This provided us only limited feedback as we began computer prototyping.