Interactive Audio Lesson

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Gathering Feedback

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Teacher
Teacher

Today, weโ€™ll focus on the testing phase of prototyping! Why do we need to gather feedback? Can someone share their thoughts?

Student 1
Student 1

I think feedback helps us improve our designs based on other people's opinions.

Student 2
Student 2

Yeah! It can show if we've missed something important.

Teacher
Teacher

Exactly! Gathering feedback ensures we address any usability issues. Remember, constructive feedback is crucial. Let's use the acronym GATHER: Gather, Analyze, Test, Hear, Evaluate, Respond. This process emphasizes what feedback should accomplish!

Student 3
Student 3

What kinds of questions should we ask during testing?

Teacher
Teacher

Great question! You should ask open-ended questions, like 'What works well?' and 'What confuses you?' This encourages detailed responses.

Student 4
Student 4

And observing their reactions is important too, right?

Teacher
Teacher

Absolutely! Nonverbal cues also help understand user experiences. Let's summarize: feedback is essential for improvement and should focus on user experiences!

Types of Feedback

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Teacher
Teacher

Letโ€™s dive deeper into the types of feedback we might gather. What do you think are some effective ways to collect this feedback?

Student 1
Student 1

We could use sticky notes to write down what we think each prototype needs!

Student 2
Student 2

Maybe we could do some peer reviews together, like sharing our prototypes and then discussing them.

Teacher
Teacher

Excellent ideas! Using sticky notes allows for anonymous feedback, and peer reviews foster collaborative discussion. Remember to keep the feedback structured; positive comments should be coupled with constructive criticism.

Student 3
Student 3

How can we make sure everyone shares their thoughts during feedback?

Teacher
Teacher

You can create a feedback protocol where each person speaks in turn or uses a feedback round where everyone writes down their thoughts before discussing them. This ensures no voice goes unheard.

Student 4
Student 4

This sounds like a solid plan! I feel more prepared to conduct a thorough testing phase.

Observing Reactions

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Teacher
Teacher

Letโ€™s talk about the significance of observing reactions during testing. Why do you think this is important?

Student 1
Student 1

I think it helps us notice things that people don't say out loud.

Student 2
Student 2

Right! Their body language can show if they understand the prototype or find it confusing.

Teacher
Teacher

Exactly! Non-verbal feedback can be just as informative as verbal feedback. Students should look for expressions of confusion or frustration and then ask tailored follow-up questions to explore these reactions further.

Student 3
Student 3

What should we do if someone looks confused?

Teacher
Teacher

You can ask them directly what they find confusing. Understanding these cues allows for better iterations in your design process.

Student 4
Student 4

So, combining verbal and non-verbal feedback can really give us a full picture?

Teacher
Teacher

Absolutely! Ultimately, this holistic approach enhances our understanding and helps refine our prototypes effectively.

Introduction & Overview

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Quick Overview

The testing phase of prototyping involves gathering feedback from peers and users to assess the usability and effectiveness of the prototype.

Standard

Testing is a crucial step in the prototyping process where feedback is collected from classmates, teachers, and potential users. This feedback helps identify what works well, what needs improvement, and ensures that the prototype is user-centric before moving forward with further refinements.

Detailed

Step 2: Test

The testing phase is integral to the iterative prototyping cycle, occurring after the initial build. In this stage, feedback is gathered systematically. Students engage classmates, teachers, or representatives of target users to critique their prototypes. Here are the key elements:

  • Gathering Feedback: Students should explore what aspects of their prototype are effective and which areas cause confusion.
  • Asking Questions: Use open-ended inquiries like โ€œWhat do you like about this?โ€ or โ€œWhat do you think should change?โ€ to spark comprehensive discussions.
  • Observing Reactions: Non-verbal cues such as facial expressions and body language provide rich data on user experiences, highlighting areas needing attention.

The insights from this testing guide the improvement of the prototype in the following phase.

Audio Book

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Gathering Feedback

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โ— Gather feedback: classmates, teachers, potential users.

Detailed Explanation

In this step, you actively seek opinions from those who engage with your prototype. You can approach your classmates, teachers, or anyone who might use your design. The goal is to understand their thoughts and feelings about your prototype, assessing what they find appealing or confusing.

Examples & Analogies

Imagine you just baked a new type of cookie. Before you serve it to your friends, you ask family members for their thoughts on its taste and texture. Their feedback will help you refine your recipe and make the cookies even better.

Asking Friendly Questions

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โ— Ask friendly questions: What works? What confuses? What would you change?

Detailed Explanation

Here, you want to frame your questions in a way that encourages honest and constructive responses. For example, you might ask 'What did you like about my design?' or 'Was there anything that didn't make sense to you?' This will help create an environment where people feel comfortable sharing their opinions.

Examples & Analogies

If you were to show your artwork to someone, you might ask them, 'What parts do you like?' and 'Is there anything that feels off or unclear?' This way, you're inviting them to talk about both positive and negative aspects without feeling defensive.

Observing Reactions

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โ— Observe reactions and record feedbackโ€”both verbal and nonverbal.

Detailed Explanation

As you collect feedback, pay close attention not just to the words people use, but also to their body language and facial expressions. Sometimes, nonverbal reactions can tell you even more about how someone feels about your prototype. Make notes on their comments and their reactions for later analysis.

Examples & Analogies

Think about how you might watch a friendโ€™s reaction when you tell a joke. If they laugh, that's a good sign. But if they just look puzzled, you might realize your joke didnโ€™t land as expected, even if they didnโ€™t say anything negative.

Definitions & Key Concepts

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Key Concepts

  • Gathering Feedback: The systematic collection of user insights to refine prototypes.

  • Non-verbal Cues: Physical expressions that indicate user feelings towards a prototype.

  • Constructive Criticism: Positive and improvement-focused feedback intended to enhance design.

Examples & Real-Life Applications

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Examples

  • Creating a checklist of questions to ask users during testing.

  • Conducting a peer review by exchanging prototypes with classmates for feedback.

Memory Aids

Use mnemonics, acronyms, or visual cues to help remember key information more easily.

๐ŸŽต Rhymes Time

  • Feedback we seek, both strong and meek, to help our designs go from weak to peak.

๐Ÿ“– Fascinating Stories

  • Imagine a builder who shows their new house to friends; they notice confusion and smiles, which guides the builder on how to shape the final outcome.

๐Ÿง  Other Memory Gems

  • Use the acronym FACE: Feedback, Analyze, Communicate, Evolve. This reminds us of the steps for effective feedback collection.

๐ŸŽฏ Super Acronyms

Remember GATHER for the testing stage

  • Gather feedback
  • Analyze it
  • Test responses
  • Hear users
  • Evaluate findings
  • Respond with changes.

Flash Cards

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Glossary of Terms

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  • Term: Feedback

    Definition:

    Information received from others regarding the effectiveness and usability of a prototype.

  • Term: Nonverbal cues

    Definition:

    Physical signals, such as body language and facial expressions, that convey user reactions.

  • Term: Constructive criticism

    Definition:

    Helpful, specific feedback that is intended to improve a design or prototype.