I recommend that you test your alternate designs by having users use prototypes of them.

Teams I've worked with have processes for developing radically different alternatives or approaches to design problems. Then they have people who are users, or like the real users, try out one of the alternatives.

Here's how it works: Say your team decides on two design ideas (testing more than that at at time is actually really hard) that are really different. Now, find a bunch of users maybe 10 or 12 (but at least 8). Separate them into two groups. Create task scenarios that you want users to follow in trying out the prototypes. Everyone does the same tasks. Now, individually, have each person in one group do the tasks on prototype A. Then have each person in the other group do the tasks on prototype B. The whole team observes all the sessions, watching for where users have more or fewer problems.

My experience is that parts of each design work well and parts of each design work poorly, but out of this data you get from users, you can create a hybrid design that should work pretty well. (And which, by the way, you should have a few more users try out with the same tasks.)

The beauty of this approach is that it frees the designers to use their creativity and design knowledge, and then you can measure how effective those creative ideas are by having users use them. It's no longer a subjective decision among the team members.

Make sense?

Dana


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Dana Chisnell
desk: 415.392.0776
mobile: 415.519.1148

dana AT usabilityworks DOT net

www.usabilityworks.net
http://usabilitytestinghowto.blogspot.com/





On Jan 19, 2009, at 3:13 AM, Jakub Linowski wrote:

http://www.90percentofeverything.com/2009/01/14/why-you-shouldnt-rush-into-a-solution-too-quickly/

Harry posted an interesting post on "90 percent of everything" about not rushing to design solutions too quickly. Designers should cover the design
space with divergent approaches first and identify proper alternatives
before converging on an idea. I think I've heard others say as well the same about iterative design, and the ability of successful designs only to evolve
if the pool of ideas is rich and diverse. The idea is not exactly
revolutionary but stirs a basic design question.

The question which I am wondering about then is how do we know how many
alternatives are enough? How do we know we have enough sketches,
alternatives or concepts before we begin choosing a satisfising solution.

Harry also pointed me to wiki entry on wicked problems
http://en.wikipedia.org/wiki/Wicked_problem, where it says that it's not
possible to measure the design space. "Wicked problems do not have an
enumerable (or an exhaustively describable) set of potential solutions, nor
is there a well-described set of permissible operations that may be
incorporated into the plan." So what are we left with here?


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