Users are weird. They tell you one thing and do another. They click everywhere and read nothing. Erica Firment, a User Experience designer for Linden Lab/Second Life, chronicles fast and effective ways to make your software suck less by spending a few hours watching users fail.
Questions Answered:
How can video games win by watching their players fail?
What is video game user research?
What do you mean by "watch users fail?"
Can't I just send out a survey? (NO!)
Why are 3D world interfaces hard to design?
What are some things in Second Life that got better by watching users fail?
How does Second Life collect information?
Why should developers and product managers invest in user research?
What are some easy ways for me to do user research?
What are some cheap ways for me to do user research?
Level:
Intermediate
Category:
Design Thinking, Interface Design, New Technology / Next Generation, User Experience, Video Games