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’s look at how and why each of these techniques might work.
Showing alternative designs signals that the design process isn’t finished. If you engage in generative design, you’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.
Using a low-fidelity rendering 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.
The design is the same, but it feels more difficult to criticise the one on the right.
Asking users to sketch their feedback turns out to be the single most important factor in eliciting feedback. It’s not known why, because there hasn’t been sufficient published research, but I hypothesize that it’s because this is the most indirect form of criticism.
Where’s the evidence for sketched feedback?
The evidence is unpublished and anecdotal. The problem with unpublished data is that you must be in the right place at the right time to get it, as I was during the UPA 2007 annual conference when Bill Buxton asked the room for a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 more and better design-related feedback by asking users to sketch than by eliciting verbal feedback.
When you ask a user: “Tell me how to make this better,” they shrug. When you hand them a pen and paper and ask: “Sketch for me how to make this better,” users start sketching. They suddenly have lots of ideas.
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.
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.