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	<title>Five Sketches™ &#187; high-fidelity</title>
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	<description>Ideation, design, and usability for development teams</description>
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		<title>Low-fi sketching increases user input</title>
		<link>http://fivesketches.com/2009/04/low-fi-sketching-increases-user-input/</link>
		<comments>http://fivesketches.com/2009/04/low-fi-sketching-increases-user-input/#comments</comments>
		<pubDate>Wed, 29 Apr 2009 11:55:26 +0000</pubDate>
		<dc:creator>JeromeR</dc:creator>
				<category><![CDATA[Design sketches]]></category>
		<category><![CDATA[Design, process, business]]></category>
		<category><![CDATA[Bill Buxton]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[design alternatives]]></category>
		<category><![CDATA[fidelity]]></category>
		<category><![CDATA[generative design]]></category>
		<category><![CDATA[high-fidelity]]></category>
		<category><![CDATA[low-fidelity]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[sketching]]></category>
		<category><![CDATA[software design]]></category>
		<category><![CDATA[UPA]]></category>
		<category><![CDATA[user research]]></category>

		<guid isPermaLink="false">http://fivesketches.com/?p=1431</guid>
		<description><![CDATA[Here are three techniques for eliciting more feedback on your designs:

show users some alternatives, so more than one design.
show users a low-fidelity rather than high-fidelity rendering.
ask users to sketch their feedback.

To iterate and improve the design, you need honest feedback.  Let&#8217;s look at how and why each of these techniques might work.
Showing alternative designs signals that the design process [...]]]></description>
			<content:encoded><![CDATA[<p>Here are three techniques for eliciting more feedback on your designs:</p>
<ul>
<li>show users some alternatives, so more than one design.</li>
<li>show users a low-fidelity rather than high-fidelity rendering.</li>
<li>ask users to <em>sketch</em> their feedback.</li>
</ul>
<p>To iterate and improve the design, you need honest feedback.  Let&#8217;s look at how and why each of these techniques might work.</p>
<p><span style="color: #555567;"><strong>Showing alternative designs</strong></span> signals that the design process isn&#8217;t finished. If you engage in generative design, you&#8217;ll have several designs to show to users. Users are apparently reluctant to critique a completed design, so a clear signal that the process is not yet finished encourages users to voice their views, but only somewhat.</p>
<p><span style="color: #555567;"><strong>Using a low-fidelity rendering</strong></span> elicits more feedback than the same design in a high-fidelity rendering. Again, users are apparently reluctant to critique something that looks finished—as a high-fidelity rendering does.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1433" title="hi-fi_vs_low-fi_sketching" src="http://fivesketches.com/wp-content/uploads/2009/04/hi-fi_vs_low-fi_sketching.png" alt="hi-fi_vs_low-fi_sketching" width="500" height="195" /></p>
<p style="text-align: center;"><em>The design is the same, but it <strong><span style="color: #888888;">feels</span></strong> more difficult to criticise the one on the right.</em></p>
<p><span style="color: #555567;"><strong>Asking users to sketch</strong></span> their feedback turns out to be the single most important factor in eliciting feedback. It&#8217;s not known why, because there hasn&#8217;t been sufficient published research, but I hypothesize that it&#8217;s because this is the most indirect form of criticism.</p>
<h4>Where&#8217;s the evidence for sketched feedback?</h4>
<p>The evidence is unpublished and anecdotal. The problem with unpublished data is that you must be in the right place at the right time to get it, as I was during the UPA 2007 annual conference when Bill Buxton asked the room for a show of hands. Out of about 1000 attendees, several dozen said they had received <span style="color: #555567;"><strong>more</strong> and <strong>better design-related feedback</strong></span> by asking users to sketch than by eliciting verbal feedback.</p>
<p>When you ask a user: &#8220;Tell me how to make this better,&#8221; they shrug. When you hand them a pen and paper and ask: &#8220;Sketch for me how to make this better,&#8221; users start sketching. They suddenly have lots of ideas.</p>
<p>My own experience agrees with this. In Perth, Australia, I took sketches from a Five Sketches™ design session to a customer site for feedback. I also brought blank paper and pens, and asked for sketches of better ideas.</p>
<p>Not surprisingly, the best approach is to combine all three techniques: show users several low-fidelity designs, and then ask them to sketch ways to make the designs better.</p>
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