<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>wireframes &#38; usability &#187; Usability</title>
	<atom:link href="http://wireframes-usability.com/category/usability/feed/" rel="self" type="application/rss+xml" />
	<link>http://wireframes-usability.com</link>
	<description>a blog on prototyping by pidoco°</description>
	<lastBuildDate>Tue, 31 Aug 2010 08:48:45 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
<image>
<link>http://wireframes-usability.com</link>
<url>https://pidoco.com/files/icons/favicon.ico</url>
<title>wireframes &amp; usability</title>
</image>
<xhtml:meta xmlns:xhtml="http://www.w3.org/1999/xhtml" name="robots" content="noindex" />
		<item>
		<title>Wireframe fidelity – Why does it matter?</title>
		<link>http://wireframes-usability.com/2010/05/18/wireframe-fidelity-%e2%80%93-why-does-it-matter/</link>
		<comments>http://wireframes-usability.com/2010/05/18/wireframe-fidelity-%e2%80%93-why-does-it-matter/#comments</comments>
		<pubDate>Tue, 18 May 2010 18:46:55 +0000</pubDate>
		<dc:creator>philipp</dc:creator>
				<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://wireframes-usability.com/?p=1201</guid>
		<description><![CDATA[Do you use wireframes in your interface design projects? If so, you may have found yourself debating just how detailed your wireframes should be. In this article I shall explore the concept of wireframe fidelity and how wireframing affects the usability of a user interface in software and/or website design. Deciding which level of fidelity [...]]]></description>
			<content:encoded><![CDATA[<p>Do you use wireframes in your interface design projects? If so, you may have found yourself debating just how detailed your wireframes should be. In this article I shall explore the concept of wireframe fidelity and how wireframing affects the usability of a user interface in software and/or website design. Deciding which level of fidelity in your wireframes would be most advantageous to you and your project can be pivotal in ensuring success. Experts are still debating the distinctions of wireframe fidelity and whether high or low fidelity is the way to go. In the following paragraphs I will go through the differences in wireframe fidelity and the benefits they carry.</p>
<p><strong>Why use Wireframe Prototypes?</strong></p>
<p>When designing websites or software applications paying attention to a great interface design is key, since the graphical user interface is the part of your software that users see first and use to interact with it. In order to achieve a great interface design, the use of wireframes during the design phase has become a valued method. A wireframe (sometimes referred to as website wireframe, software wireframe or application wireframe) is a visual representation of the projected content and structure of a graphical user interface and is an essential step on the way to a great interface design. It is easily understood by all stakeholders and can serve as communication aid. Much like an architect&#8217;s blueprint plans wireframes are an invaluable tool when creating software or websites with a solid foundation. In the same vein, they should be used long before the first bricks (or programming code in this case) are set.</p>
<p><strong>Further Considerations of Using Wireframes.</strong></p>
<p>Wireframes allow a project&#8217;s stakeholders to have a vision of what to strive for and are particularly useful in the collaborative process as they ensure that team members can easily understand a software concept and can keep track of a project&#8217;s workflow. Popular use cases for wireframes include improving usability through early user tests, involving non-technical key stakeholders early on in the development process, or communicating with developers and designers for planning purposes. The level of detail in a wireframe prototype is referred to as wireframe fidelity and can be in either of two main guises: low fidelity or high fidelity. (Some even distinguish <a href="http://www.futile.com/2007/12/wireframe-fidelity">three types</a>, including medium fidelity wireframes.) Knowing which fidelity to employ is of crucial importance as the investment in creating them in terms of time, cost and expertise required varies tremendously.</p>
<p><strong>What are Low Fidelity Wireframes?</strong></p>
<p>Low fidelity wireframes are wireframes that focus on the essentials of a user interface: layout, structure, Information Architecture –  and not graphic design! Low fidelity wireframes evolved onto computer screens from rapid paper prototyping wireframes which emerged in the mid 1980s to become a popular Blue Chip company tool by the mid 1990s. Rapid paper prototyping involved the creation of rough sketches (often drawn by hand) of graphical user interfaces as prototypes of software applications to visualize and test usability long before the coding process began.</p>
<p><img src="file:///C:/Users/Philipp%20Huy/Desktop/Pidoco%C2%B0/Vertrieb/Onlinemarketing/Corporate%20Blog/Wireframe%20Fidelity/pidoco_lofi_homepage.png" alt="" /></p>
<div id="attachment_1202" class="wp-caption aligncenter" style="width: 749px"><a href="http://wireframes-usability.com/wp-content/uploads/2010/05/pidoco_lofi_homepage.png"><img class="size-full wp-image-1202" title="pidoco_lofi_homepage" src="http://wireframes-usability.com/wp-content/uploads/2010/05/pidoco_lofi_homepage.png" alt="" width="739" height="623" /></a><p class="wp-caption-text">Example of a low-fidelity wireframe</p></div>
<p><strong>What is an example of using Low Fidelity Wireframes?</strong></p>
<p>A real life example of successful paper prototyping stems from the mid-90s when e-commerce was beginning to take off and Priceline.com was introducing a service that allowed consumers to submit a bid for a plane ticket along with a credit card. How could they convince users to trust their credit-card details to an as-yet-unknown website? Paper prototyping showed the team that their initial design would have been a failure, allowing them to correct the problems before launching the site. They also discovered that users didn&#8217;t need some of the hard-to-implement features they had included. Paper is a readily available resource, but not easy to change or adapt. Hence, nowadays, digital solutions like “digital paper prototyping” with specialized wireframing software are often used in iterative processes as they tend to be more efficient.</p>
<p><strong>What are the benefits of using Low Fidelity Wireframes?</strong></p>
<p>Low fidelity wireframes have many benefits. By eschewing many cosmetic factors they are relatively inexpensive and quick to create or alter. This allows for collaboration as suggestions and refinements can quickly be added to a number of variations very cheaply. Furthermore, low fidelity wireframes are useful in gathering great feedback because their rather rough appearance makes it clear to viewers that they are talking about a draft that is easy to change, rather than an almost finished product, thus inviting honest and unrestrained feedback. In addition, the lower level of detail allows you to focus on fundamental usability issues of your product. When using low fidelity wireframes for usability tests, testers can also give you qualitative feedback that really focuses on usability rather than being distracted by, say, the color of the fonts used. Yet, some critics caution that the level of abstraction may be difficult for inexperienced users. Once usability has been tested and polished, beautiful designs may be added onto a solid foundation that maximizes user experience.</p>
<p>Here you can find an <a href="http://404uxd.com/2008/02/28/the-fine-art-of-wireframes">interesting article on sketched wireframes</a>.</p>
<p><strong>What are High Fidelity Wireframes?</strong></p>
<p>High fidelity wireframes (often referred to simply as high-fidelity prototypes) are very close in design to the true representation of the final user interface design. As such, they tend to include slick and polished design features and even go as far as simulating in much detail an application&#8217;s workflow or even logic. Despite pixel-perfect good looks a high fidelity wireframe remains but a prototype, however crisp it may look and feel. Due to their high level of detail, high fidelity wireframes tend to be more costly to create and usually take much more time to compose. They may also require more experience, sometimes even technical expertise, and can hinder the feedback process as testers or clients may be distracted by design features rather than focusing on usability. In addition, test users as well as clients may be more hesitant to critique a design done by a professional, which looks like it would require a significant amount of time to change. Fears that such changes may result in higher project costs are not uncommon and may skew feedback, which makes it very important to explain the purpose and method used in creating high fidelity wireframes before soliciting feedback. Advocates of <a href="http://subvert.ca/blog/archive/high-fidelity-concepts/">high-fidelity wireframes</a> find that aside from running usability tests, they enable quicker understanding of decision makers.</p>
<div id="attachment_1205" class="wp-caption aligncenter" style="width: 738px"><a href="http://wireframes-usability.com/wp-content/uploads/2010/05/pidoco_hifi_homepage.png"><img class="size-full wp-image-1205" title="pidoco_hifi_homepage" src="http://wireframes-usability.com/wp-content/uploads/2010/05/pidoco_hifi_homepage.png" alt="An examle of a high-fidelity wireframe." width="728" height="589" /></a><p class="wp-caption-text">An examle of a high-fidelity wireframe.</p></div>
<p><strong>What are the benefits of High Fidelity Wireframes?</strong></p>
<p>On the positive side, high fidelity wireframes share many of the same advantages with low fidelity wireframes in general but have their own benefits in particular. High fidelity wireframes are usually used in addition to low fidelity wireframes, and after the latter have been used to resolve the most impactful and fundamental usability or interface design problems of an application. Being eye-catching and less costly to create than full-fledged applications, high fidelity wireframes can be used to impress clients who have to sign off on a concept quickly. Since they tend to require less programming knowledge than coded prototypes, high fidelity wireframe prototypes can be composed by users with limited programming knowledge. As they are closer in design to the final product, clients can quickly understand the final look and feel of an application without extensive verbal explanations. The high level of detail reduces the amount of abstraction required by non-technical stakeholders, which – depending on personal experience – may be important in some scenarios. In terms of your development team, high fidelity wireframes allow you to collectively bring an interface to life. This helps in keeping a project&#8217;s budget manageable which in turn further satisfies clients. Whether or not high fidelity wireframes are necessary or beneficial depends on the particular project at hand and your goal in using them. One should think about the costs and the benefits of creating detailed high fidelity wireframes beforehand. Sometimes, it turns out that it is faster to go from low fidelity wireframes to programmed code directly.</p>
<p><strong>Which type of Wireframe should one use?</strong></p>
<p>As can be seen from the short portrait above, each type of wireframe has its own advantages. It is often not an “either or“ decision which type of wireframe to use. Instead, both types are useful for different purposes and can be used consecutively in a project. It really depends on the goal or use case at hand and the budget of a project. Yet, if you have to choose one type, the low-fidelity wireframe tends to offer a better cost-benefit ratio as it is quick to create and sufficient to resolve the most urgent usability issues in user interface design which may be the most decisive factor affecting the success of your software. Or you could try “<a href="http://www.boxesandarrows.com/view/real_wireframes">real wireframes</a>” – low-fidelity wireframes augmented with some graphic design elements that help a user who is not familiar with the project understand the wireframe more quickly despite its abstractions.</p>
<p>What fidelity do you prefer in your prototypes?</p>
<p>More on when to use low vs. high fidelity:</p>
<p><a href="http://www.uxmatters.com/mt/archives/2007/03/wireframing-with-patterns.php">http://www.uxmatters.com/mt/archives/2007/03/wireframing-with-patterns.php</a></p>
<p><a href="http://www.boxesandarrows.com/view/what_an_ia_should_know_about_prototypes_for_user_testing">http://www.boxesandarrows.com/view/what_an_ia_should_know_about_prototypes_for_user_testing</a></p>
<p>A nice slide show on wireframes:</p>
<p><a href="http://www.slideshare.net/piksels/wireframes-and-interaction-design-documents-presentation">http://www.slideshare.net/piksels/wireframes-and-interaction-design-documents-presentation</a></p>
]]></content:encoded>
			<wfw:commentRss>http://wireframes-usability.com/2010/05/18/wireframe-fidelity-%e2%80%93-why-does-it-matter/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Synchronous, Remote, Real-Time, Internet-based Usability Tests &#8230; what for? &#8211; Part 2 -</title>
		<link>http://wireframes-usability.com/2010/02/03/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-2/</link>
		<comments>http://wireframes-usability.com/2010/02/03/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-2/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 13:34:59 +0000</pubDate>
		<dc:creator>Tino</dc:creator>
				<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://wireframes-usability.com/?p=1140</guid>
		<description><![CDATA[So What About Synchronous Remote Usability Testing? The previous week, I posted part One of this article. In order to integrate the user into the design process at the earliest possible date, it is customary to develop a low-fi prototype which will allow initial evaluation of the overall design. We are however faced with a problem [...]]]></description>
			<content:encoded><![CDATA[<h2>So What About Synchronous Remote Usability Testing?</h2>
<p><strong>The previous week, I posted <a href="/2010/01/21/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-1/">part One of this</a> article.</strong></p>
<p>In order to integrate the user into the design process at the earliest possible date, it is customary to develop a low-fi prototype which will allow initial evaluation of the overall design. We are however faced with a problem if we want to combine the qualitative feedback of synchronous usability testing with the advantages of non-biased remote testing. How can both approaches be combined?</p>
<p>Yet again, technology should hold the answer to this question:</p>
<p><a href="http://wireframes-usability.com/wp-content/uploads/2009/11/rut-en.png"><img title="rut-en" src="http://wireframes-usability.com/wp-content/uploads/2009/11/rut-en.png" alt="rut-en" width="568" height="253" /></a></p>
<p>Requirements for Synchronous Usability Testing:</p>
<ul>
<li>test-user and moderator need to be connected via the Internet</li>
<li>a shared screen needs to be in place for both to view the prototype</li>
<li>a live audio connection should be in place for synchronous communication</li>
<li>the data of the test-session needs to be recorded (audio, video recording of all mouse movements)</li>
<li>recorded data needs to be stored for instant retrieval</li>
</ul>
<p>Optional requirements which may increase the quality of the session:</p>
<ul>
<li>information and tasks should be visible to the test-user</li>
<li>moderator&#8217;s ability to integrate questionnaires which the user can fill in his own time</li>
<li>the moderator can change parts of the prototype whilst conducting the test</li>
<li>comments and annotations can be included on-the-fly</li>
<li>test-user and moderator can be connected via a live video-feed</li>
</ul>
<hr />
<h2>Usability Test: Methodologies</h2>
<p>The overall test should allow the following methodologies:</p>
<ul>
<li><a href="http://en.wikipedia.org/wiki/Think_aloud_protocol">Thinking Aloud</a> (test-user must think aloud and express what he thinks or misses in the prototype)</li>
<li><a href="http://www.usabilityfirst.com/glossary/term_105.txl">Wizard of Oz Prototyping</a> (the prototype can be changed on-the-fly for instant ratifications)</li>
<li>Team Observation: (the rest of the production team follows the usability test, make notes and come up with alternatives)</li>
<li>Formal and Informal Tests</li>
<li>Click-path Analysis</li>
<li>Use of Questionnaires</li>
</ul>
<h2><span style="background-color: #ffffff; font-size: 13px;">Next week, part <a href="http://wireframes-usability.com/2010/03/09/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-3/">THREE of this article</a> will follow.</span></h2>
]]></content:encoded>
			<wfw:commentRss>http://wireframes-usability.com/2010/02/03/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-2/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Synchronous, Remote, Real-Time, Internet-based Usability Tests &#8230; what for? &#8211; Part 1 -</title>
		<link>http://wireframes-usability.com/2010/01/21/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-1/</link>
		<comments>http://wireframes-usability.com/2010/01/21/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-1/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 08:26:47 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://wireframes-usability.com/?p=730</guid>
		<description><![CDATA[The article will be posted in 3 parts -which should be released a week after another. Developing a software application is a creative and complex process. It becomes specially challenging when trying to design an interface which suits the end-user. Designers, project managers and programmers all have different views on how to approach their common [...]]]></description>
			<content:encoded><![CDATA[<p><strong>The article will be posted in 3 parts -which should be released a week after another.</strong></p>
<p>Developing a software application is a creative and complex process. It becomes specially challenging when trying to design an interface which suits the end-user. Designers, project managers and programmers all have different views on how to approach their common goal: a successful, stable and user-friendly design.</p>
<p><a href="http://wireframes-usability.com/wp-content/uploads/2009/11/gant.jpg"><img class="alignleft size-full wp-image-885" title="gant" src="http://wireframes-usability.com/wp-content/uploads/2009/11/gant.jpg" alt="gant" width="298" height="197" /></a>Now let&#8217;s be honest: how many of you have met their targets on time and within budget? How many of you have spent sleepless nights because of unforeseen problems which came up in the very last minute?</p>
<p>I bet there are a few of you and one of them is me!</p>
<p>Most problems come up at a stage where a lot of design and programming work has already been invested. These problems become apparent when the test-users start getting their fingers dirty and as soon as they uncover flaws with your work, a lot of heartache will follow. User-tests are necessary yet are often deployed when it is &#8216;nearly too late&#8217;. Don&#8217;t get me wrong, I&#8217;m a keen supporter of usability tests but I believe that the traditional ways of running such tests are outdated.</p>
<p>The user should be included in the production process as soon as possible. The sooner this happens, the less time and money you will spend on conducting usability tests since you will be able to spot the flaws at an early stage. Makes sense, right?</p>
<p><img class="alignright" src="https://pidoco.com/files/advantages.jpg" alt="" width="477" height="260" /></p>
<p>So why do we keep insisting on setting up expensive test labs and pay thousands of dollars for expensive equipment and spend time and money in finding the right test-users? I want to present you a different approach to user-testing, a way which may very well change your attitude towards the established forms and also a way which can save you from those troubles mentioned earlier.</p>
<p>In order to gain the feedback you need, it always helps to gather qualitative data of users which can test your product in the right environment. Having housewifes, students or seniors sitting in your office and trying out that new e-commerce website for your client isn&#8217;t the way forward, or is it? Well, i think it is defenitely more safe and reliable to let them stay at home and do it from their own desk. Why ruin that new test-rig if you can get your test-users to work remotely?</p>
<hr />
<h2><strong>Remote Usability Testing</strong></h2>
<p>Remote Usability Tests are conducted in the natural environment of the user (e.g. at home).</p>
<p>The fact that it is conducted remotely and not in a lab environment has a lot of benefits:</p>
<ul>
<li>test-user can work in his natural and familiar surrounding</li>
<li>limits biased feedback since user is not &#8216;under pressure&#8217;</li>
<li>saves money for travel &amp; set-up costs</li>
<li>creates <a href="http://www.prnewswire.com/news-releases/sustainable-usability-testing-on-world-usability-day-is-good-for-the-pocket-and-the-world-69911992.html">sustainable usability testing for a greener world</a></li>
</ul>
<h2><strong>Synchronous Usability Testing </strong></h2>
<h2><strong><strong><a href="http://wireframes-usability.com/wp-content/uploads/2009/11/shake.jpg"><img title="Laptop Handshake 2" src="http://wireframes-usability.com/wp-content/uploads/2009/11/shake.jpg" alt="Laptop Handshake 2" width="356" height="165" /></a></strong></strong></h2>
<p>Synchronous Usability Testing is a well established approach for running qualitative Usability Tests.</p>
<p>As the name suggests, synchronous testing is done on a one-to-one basis and in real time. The test-user will be running tasks set by the moderator which then can be closely monitored and recorded. The moderator&#8217;s difficult task is to interpret and evaluate the test-user&#8217;s problems with the product. This is not an easy task and it takes a lot of experience and well refined ability to use the feedback in the most effective way possible. This is why synchronous Usability testing is often done with low-fi prototypes &#8211; therefore early testing is possible.</p>
<p>The advantages of Synchronous Usability Testing are:</p>
<ul>
<li>allows moderator to guide the user</li>
<li>produces qualitative feedback</li>
<li>questions can be solved on the spot</li>
<li>UX flaws can be spotted at an early stage</li>
</ul>
<hr />
<h2><span style="font-weight: normal; font-size: 13px; background-color: #ffffff;"><strong>Next week, <a href="http://wireframes-usability.com/2010/02/03/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-2/">part TWO</a></strong><strong> of this article will follow.</strong></span></h2>
]]></content:encoded>
			<wfw:commentRss>http://wireframes-usability.com/2010/01/21/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-1/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>UXcamp Europe 2010 taking place in Berlin next May</title>
		<link>http://wireframes-usability.com/2010/01/15/uxcamp-europe-2010-taking-place-in-berlin-next-may/</link>
		<comments>http://wireframes-usability.com/2010/01/15/uxcamp-europe-2010-taking-place-in-berlin-next-may/#comments</comments>
		<pubDate>Fri, 15 Jan 2010 08:01:43 +0000</pubDate>
		<dc:creator>volker</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://wireframes-usability.com/?p=1129</guid>
		<description><![CDATA[The first UXcamp was a huge success if you read some of the blog articles from last summer (read the review from centigrade or have a look at the German blog feedback). That was encouragement enough to lift the UXcamp to the next level by opening the event to an international audience. This makes it [...]]]></description>
			<content:encoded><![CDATA[<p><a style="float:left;" href="http://www.uxcampeurope.org" target="_blank"><img src="http://www.uxcampeurope.org/storage/images/farm/7/3/0/31f1c9ea845376140251483beabd1.jpg" border="0" alt="UX Camp Europe 2010" width="200" height="100" /></a><br />
The first UXcamp was a huge success if you read some of the blog articles from last summer (read the <a href="http://www.centigrade.de/en/news/article/uxcamp-2009-in-berlin/">review from centigrade</a> or have a look at the <a href="http://www.uxcampeurope.org/networks/wiki/index.Feedback">German blog feedback</a>). That was encouragement enough to lift the UXcamp to the next level by opening the event to an international audience. This makes it <a href="http://uxcampeurope.org"><strong>UXcamp Europe 2010</strong></a>.</p>
<p><span style="float:clear;"><br />
We still follow the BarCamp principle to bring together the European community for User Experience, Information Architecture, Usability, Interaction Design, Visual Design, and everybody who feels himself dedicated to the user of products and services. In case you fit somehow to that description, please join the <a href="http://uxcampeurope.org">UXcamp network</a> and prepare yourself for a trip to Berlin on <strong>29th and 30th of May 2010</strong>. The registration for the single days and the UXcamp party is planned to open next month. The concrete date will be published in our network once we decided which day.</span></p>
<p>Since we want to welcome participants from hopefully every country of Europe, we introduced the concept of <a href="http://www.uxcampeurope.org/networks/wiki/index.Ambassadors2010">Country Ambassadors</a>. If your country is not yet represented by an ambassador, please let us know. The only thing you have to do as an ambassador is to spread the word and connect your local community with our network. We are sure this will be an exciting event to be for everybody!</p>
<p>Usually, a BarCamp is free to the participants to provide everybody with the possibility to join the event and participate by giving a session, discussing with the others, or simply by giving a hand whenever necessary. However, this requires us to cover the expenses with sponsorships. If your company is active in the User Experience field, or if you think your company should get active, please don&#8217;t hesitate to get in touch with us. We are thankful for every support we can get!</p>
<p>If you  are still in doubt whether you should travel to Germany next May, there is also the <a href="http://www.usabilityprofessionals.org/conference/2010/index.new.html">International UPA Conference</a>, taking place in Munich from 26.-28. of May, which is right before the UXcamp Europe. Oh, and two weeks before there will be the (German) <a href="http://www.iakonferenz.org">IAKonferenz</a> in Cologne. And if you&#8217;d like to extend your stay in Berlin, right after the UXcamp Europe there will be the <a href="http://webinale.de/">Webinale</a>, another gathering for all the Web geeks. So, plenty of events to go to next May.</p>
]]></content:encoded>
			<wfw:commentRss>http://wireframes-usability.com/2010/01/15/uxcamp-europe-2010-taking-place-in-berlin-next-may/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Beauty of Web-Based Paper Prototyping -Part 3-</title>
		<link>http://wireframes-usability.com/2010/01/08/the-beauty-of-web-based-paper-prototyping-part-3/</link>
		<comments>http://wireframes-usability.com/2010/01/08/the-beauty-of-web-based-paper-prototyping-part-3/#comments</comments>
		<pubDate>Fri, 08 Jan 2010 08:09:30 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://wireframes-usability.com/?p=877</guid>
		<description><![CDATA[The previous week, part TWO of this post was on the benefits which digital, web-based prototyping will make exportation and presentation easier. This FINAL part will show you how iterations can be made easy and that using digital solutions will in fact help against the fight of global warming. Quick Iteration: One of the main [...]]]></description>
			<content:encoded><![CDATA[<p><span style="color: #ff0000;"><strong><span style="color: #000000;">The previous week, <a href="/2009/12/14/the-beauty-of-web-based-paper-prototyping-part-2/">part TWO of this post</a> was on the benefits which digital, web-based prototyping will make exportation and presentation easier. This FINAL part will show you how iterations can be made easy and that using digital solutions will in fact help against the fight of global warming.</span></strong><br />
</span></p>
<h2>Quick Iteration: <a href="http://wireframes-usability.com/wp-content/uploads/2009/11/share.jpg"><img class="size-full wp-image-889 alignleft" title="share" src="http://wireframes-usability.com/wp-content/uploads/2009/11/share.jpg" alt="share" width="205" height="211" /></a></h2>
<p>One of the main benefits of using the digital solution is the possibility to make us of quicker, easier and cost-effective iterations. But this will only happen if the prototype can be adjusted to new requirements in an instant. Digital paper prototypes can be re-used and won&#8217;t have to be created all over again once a new iteration starts. You simply have to adjust specific elements once and then apply those changes to the rest of the prototype, that&#8217;s it.</p>
<hr />
<h2>Sustainability: <a href="http://wireframes-usability.com/wp-content/uploads/2009/11/green.jpg"><img class="alignright size-full wp-image-886" title="green" src="http://wireframes-usability.com/wp-content/uploads/2009/11/green.jpg" alt="green" width="264" height="223" /></a></h2>
<p>The average usability testing project leaves a footprint of approximately 250 kilograms, or 0.25 a tonne of CO2. That may not seem much but that is close to amount of CO2 emission as a 3 hour flight. Usability testing is universally seen as the best way to improve a system&#8217;s ease and satisfaction of use. If one usability test itself emits the equivalent of a 3 hour flight, there clearly are considerable gains to be made! In an ordinary usability test, someone travels from his/her location to a laboratory or office where they interact with a test facilitator. Normally this takes about an hour and the process is repeated with 7 to 10 people.</p>
<p>The carbon emission for a usability testing project is based on an average of 10 participants, with each participant traveling 20 kilometers return to get to the test and spending 1 hour with the test facilitator.<br />
More on: <a href="http://www.prnewswire.com/news-releases/sustainable-usability-testing-on-world-usability-day-is-good-for-the-pocket-and-the-world-69911992.html">http://www.prnewswire.com</a></p>
<hr />
<h2>Conclusion:</h2>
<p>By making use of the newest technologies it is now possible to make the shift from paper-based prototyping to digital or web-based prototyping. User-centered design, sharing of ideas, iterative work-flow, collection of feedback and collaborative work are all aspects which speak in favor of implementing such process. Developers, designers, clients and test-users alike can benefit from working on digital prototypes which engage them from the very first idea. Unnecessary iterations which often confuse and hinder continuous work-flow can be a thing of the past since everyone will be up-to-date. Test-users can work in their natural surrounding whilst the design team can make changes on-the-fly.</p>
<p>Overall, web-based prototyping can only be beneficial for all parties involved. Also, since using excessive sheets of paper can be a thing of the past, it will be a make our planet a little greener.</p>
]]></content:encoded>
			<wfw:commentRss>http://wireframes-usability.com/2010/01/08/the-beauty-of-web-based-paper-prototyping-part-3/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Beauty of Web-Based Paper Prototyping -Part 2-</title>
		<link>http://wireframes-usability.com/2009/12/14/the-beauty-of-web-based-paper-prototyping-part-2/</link>
		<comments>http://wireframes-usability.com/2009/12/14/the-beauty-of-web-based-paper-prototyping-part-2/#comments</comments>
		<pubDate>Mon, 14 Dec 2009 16:27:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://wireframes-usability.com/?p=874</guid>
		<description><![CDATA[The previous week, part One of this post was dealing with some of the core ideas of why classic paper prototyping is no longer sufficient. This week, I will talk about why versioning of prototypes and the ability to acces, export and present the results are a necessity. The Need for Digital Prototyping: That big [...]]]></description>
			<content:encoded><![CDATA[<p><strong><span style="color: #000000;">The previous week,<a href="http://wireframes-usability.com/2009/11/23/the-beauty-of-web-based-paper-prototyping-part-1/"> part One of this post</a> was dealing with some of the core ideas of why classic paper prototyping is no longer sufficient. This week, I will talk about why versioning of prototypes and the ability to acces, export and present the results are a necessity. </span></strong></p>
<hr />
<h2>The Need for Digital Prototyping:</h2>
<p><a href="http://wireframes-usability.com/wp-content/uploads/2009/11/table.jpg"><img class="size-full wp-image-891 alignleft" title="Conference Table" src="http://wireframes-usability.com/wp-content/uploads/2009/11/table.jpg" alt="Conference Table" width="240" height="180" /></a>That big round table to which everyone gathers around can never be big enough! The bigger the table becomes, the more sketches and papers are on the whiteboard, the bigger the chance of losing out on some detail. A reasonable alternative would be making use of <a href="http://en.wikipedia.org/wiki/Digital_prototyping">digital prototyping</a> and to have that table digitized (including the papers, sketches and the words being said). Why keep working with the whiteboard, stacks of paper which have to be carried around the office? Digitizing the work and all what comes with it would make the chaotic meetings a thing of the past. Using a digital solution is a  way which allows collaborative work-flow to be fully recorded, ammended, shared and viewed at at given time.</p>
<hr />
<h2>Team Work Challenge:</h2>
<p><a href="http://wireframes-usability.com/wp-content/uploads/2009/11/collaborate.jpg"><img class="alignright" title="collaborate" src="http://wireframes-usability.com/wp-content/uploads/2009/11/collaborate.jpg" alt="collaborate" width="209" height="313" /></a></p>
<p>One of the requirements for successful team work is to administrate various versions of the same prototype. Versioning of prototypes has two meanings within this context:</p>
<p><em><br />
(1) the different stages in development process which can be accessed at any time<br />
(2) different versions of the same prototype</em></p>
<p>Once several people work on the same prototype the need for digital versioning quickly becomes apparent. While one is already working on the CSS, the other is still in the process of developing the menu bar; now can you see what may go wrong? Using a tool which gathers all the different process and work-flows of the various co-designers will help to unite the project into one single application and help the collaborative flow. Real-time collaboration will ensure that misunderstandings and miss-communication are reduced to a minimum. A team which works from different locations and on different elements within the same project are in dear need of such a tool!</p>
<hr />
<h2>Presenting the Results:</h2>
<p>Once a prototype is finished, the real work starts. The prototype will be used for extensive usability tests, will be used for presentations and is part of the developers specification. All the various players need access to the prototype which again needs to be in various formats. Since it is pivotal to have a prototype ready for presentation, viewing and export, it should be digitized and ready-accessible on the Web. Well, not accessible to all, just to the one&#8217;s involved in the process of course!</p>
<p>Usability tests need to be run and an interactive and/or clickable prototype must be easily accessible to the test users. Furthermore, if qualitative feedback is what is needed, a moderator also would need to access the prototype without a problem. In addition, the developers and the rest of the design team must be able to quickly &#8216;click through&#8217; and be able to make some minor changes if needed. This is why a prototype needs to be open to all the people involved, needs to be updated in real-time and be exportable to any format and at any time!</p>
<hr /><strong><span style="color: #000000;"><a href="/2010/01/08/the-beauty-of-web-based-paper-prototyping-part-3/">Part THREE</a> will talk about the benefits of digital iteration cycles and talk about the positive impact digital prototyping can have on our environment. Hope to see you there!</span></strong></p>
]]></content:encoded>
			<wfw:commentRss>http://wireframes-usability.com/2009/12/14/the-beauty-of-web-based-paper-prototyping-part-2/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Getting to the customer – why everything you think about User Centred Design is wrong</title>
		<link>http://wireframes-usability.com/2009/11/27/getting-to-the-customer-%e2%80%93-why-everything-you-think-about-user-centred-design-is-wrong/</link>
		<comments>http://wireframes-usability.com/2009/11/27/getting-to-the-customer-%e2%80%93-why-everything-you-think-about-user-centred-design-is-wrong/#comments</comments>
		<pubDate>Fri, 27 Nov 2009 16:34:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://wireframes-usability.com/?p=1061</guid>
		<description><![CDATA[Great post on UCD and the common belief systems. By Thomas Petersen “In broad terms, user-centered design (UCD) is a design philosophy and a process in which the needs, wants, and limitations of end users of an interface or document are given extensive attention at each stage of the design process. User-centered design can be [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">Great post on UCD and the common belief systems. <a href="http://000fff.org/getting-to-the-customer-why-everything-you-think-about-user-centred-design-is-wrong/">By Thomas Petersen </a></p>
<blockquote><p><em>“In broad terms, user-centered design (UCD) is a design philosophy and a process in which the needs, wants, and limitations of end users of an interface or document are given extensive attention at each stage of the design process. User-centered design can be characterized as a multi-stage problem solving process that not only requires designers to analyze and foresee how users are likely to use an interface, but also to test the validity of their assumptions with regards to user behaviour in real world tests with actual users. Such testing is necessary as it is often very difficult for the designers of an interface to understand intuitively what a first-time user of their design experiences, and what each user’s learning curve may look like.</em></p>
<p><em> </em></p>
<p><em>The chief difference from other interface design philosophies is that user-centered design tries to optimize the user interface around how people can, want, or need to work, rather than forcing the users to change how they work to accommodate the software developers approach.</em></p></blockquote>
<p><em><br />
</em></p>
<p style="text-align: center;"><img class="size-full wp-image-276 aligncenter" title="Testing the hammer" src="http://000fff.org/wp-content/uploads/2009/11/hammer_012.png" alt="Testing the hammer" width="378" height="360" /></p>
<blockquote>
<p style="text-align: center;">
<p style="text-align: left;">So as you can see a typical UCD process to define it in terms of the hammer test, is based on testing the drawing, the cutout and the Styrofoam hammer.</p>
<p style="text-align: left;"><strong>Not the actual hammer.So why is that? How comes something that seems to be an obvious problematic implementation of the goal of UCD, have become the norm?</strong></p>
</blockquote>
<p style="text-align: left;">
<p style="text-align: center;"><em><img class="size-full wp-image-264 aligncenter" title="Default UCD Process" src="http://000fff.org/wp-content/uploads/2009/11/UCD_01.png" alt="Default UCD Process" width="378" height="300" /></em></p>
<p style="text-align: center;">
<p style="text-align: left;">
<blockquote>
<p style="text-align: left;"><strong>This way, users have become customers and you can suddenly start to test where it matters with valuable feedback.</strong></p>
</blockquote>
<p style="text-align: center;"><em> </em><img class="size-full wp-image-267  aligncenter" title="Revised UCD process" src="http://000fff.org/wp-content/uploads/2009/11/UCD_02.png" alt="Revised UCD process" width="378" height="180" /></p>
<p style="text-align: center;">
<blockquote><p>This will no doubt mean that many have to re-educate themselves and rethink how they approach design whether it be UX, IA, UI or GUI. It is none the less as stated, necessary to stay relevant for the future. A pivotal part of this will also be to re-educate clients and help them understand that they will need to look at at product design a little different.</p>
<p>Design is a decision, not a democracy. If you are serious about using design strategically then <em>courage</em> is the strategic advantage you should be looking for. And with the ability to quickly change wrong assumptions it’s not really dangerous, just common sense.</p></blockquote>
]]></content:encoded>
			<wfw:commentRss>http://wireframes-usability.com/2009/11/27/getting-to-the-customer-%e2%80%93-why-everything-you-think-about-user-centred-design-is-wrong/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Agile User Experience Projects For The Small Agency</title>
		<link>http://wireframes-usability.com/2009/11/24/agile-user-experience-projects-for-the-small-agency/</link>
		<comments>http://wireframes-usability.com/2009/11/24/agile-user-experience-projects-for-the-small-agency/#comments</comments>
		<pubDate>Tue, 24 Nov 2009 09:27:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://wireframes-usability.com/?p=973</guid>
		<description><![CDATA[Jakob Nielsen&#8217;s article on Agile User Experience Projects suggests that good implementation of usability in agile projects can be vanguarded by: &#8220;Separate design and development, and have the user interface team progress one step ahead of the implementation team. That way, when it comes time to build something, it&#8217;s already been designed and tested. (And [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.useit.com/alertbox/agile-user-experience.html">Jakob Nielsen&#8217;s article on Agile User Experience Projects</a> suggests that good implementation of usability in agile projects can be vanguarded by:</p>
<blockquote><p><em>&#8220;Separate design and development, and have the user interface team progress one step ahead of the implementation team. That way, when it comes time to build something, it&#8217;s already been designed and tested. (And yes, you can do both in a week or two by using paper prototypes and discount user testing.)&#8221;</em></p></blockquote>
<p>Out of our own experience,  small software and design companies do not have the necessary funds to run a dedicated UX-team and by using the above mentioned approach, good design and usability can be achieved.</p>
]]></content:encoded>
			<wfw:commentRss>http://wireframes-usability.com/2009/11/24/agile-user-experience-projects-for-the-small-agency/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Beauty of Web-Based Paper Prototyping -Part 1-</title>
		<link>http://wireframes-usability.com/2009/11/23/the-beauty-of-web-based-paper-prototyping-part-1/</link>
		<comments>http://wireframes-usability.com/2009/11/23/the-beauty-of-web-based-paper-prototyping-part-1/#comments</comments>
		<pubDate>Mon, 23 Nov 2009 10:52:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://wireframes-usability.com/?p=832</guid>
		<description><![CDATA[This article which will deal with the various benefits which digital web-based prototyping can bring to your production cycle. The main idea of this article is to promote the digital implementation from the very start of the production work. Many  design agencies still work with pen and paper, a method which has been used for [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><strong><span style="color: #000000;">This article which will deal with the various benefits which digital web-based prototyping can bring to your production cycle. The main idea of this article is to promote the digital implementation from the very start of the production work. Many  design agencies still work with pen and paper, a method which has been used for a long time but which in today&#8217;s world should be seen a thing from the past. It is time to explore the possibilities which technology can offer us! </span></strong></p>
<p style="text-align: left;"><strong><span style="color: #000000;">The article will be posted in 3 parts -which should be released a week after another. Part ONE will offer a little review on classic prototyping and talk a little about the general structures within the team. The following articles will go more in-depth and talk a little about the ambitions, requirements and solutions for making the product development a little easier and more fun. I hope that you will enjoy this article and hopefully be able to take something useful out of it. Thanks!</span></strong></p>
<hr />
<h2>Introduction:</h2>
<p>User-centered software development is a dynamic and creative process. In the prototyping phase and in the evaluation, one can see it&#8217;s benefits and new challenges arise for the production team. The conceivability of the clients must be fully understood, ideas of the heterogeneous design team as well as the gathered feedback of the target audience must be included into the design. A challenging task indeed!</p>
<p>Due to global requirements of today&#8217;s digitally connected world, &#8216;<em><a href="http://en.wikipedia.org/wiki/Paper_prototyping">classic paper prototyping</a></em>&#8216; often is no longer sufficient. A bunch of draft papers are easily misunderstood, mixed up or lost in the super information highway and the need for an all-encompassing, digital and rapid solution is becoming more of a demand.</p>
<p>Therefore, web-based rapid paper prototyping has been growing into a well known topic for designers, developers and clients. But what is it what makes digital sketching so appealing to the usability community? Are design agencies simply too lazy to do the manual work with pen and paper or do they simply want to be more Eco-friendly and want to stop the deforestation of the amazon by refusing to use paper-based prototypes? This article will touch some of the core points and issues within the field and will list the justifications of this development.</p>
<hr />
<h2>Paper Prototyping:<a href="http://wireframes-usability.com/wp-content/uploads/2009/11/scribble1.jpg"><img class="alignright size-full wp-image-935" title="scribble" src="http://wireframes-usability.com/wp-content/uploads/2009/11/scribble1.jpg" alt="scribble" /></a></h2>
<p>The easy way to create <em><a href="http://www.boxesandarrows.com/view/what_an_ia_should_know_about_prototypes_for_user_testing">low-fi prototypes</a></em>, to gather the design team around the big table or the whiteboard and a chance for everyone to jot down their ideas on the project. This technique supports the main ideas of rapid paper prototyping. Everyone can make changes and also view the changes already made by others. Everyone knows what is going on.</p>
<p>However, there are a few problems with this method. Increasing the complexity of a prototype whilst keeping a full overview on the project as a whole can become a bit of a challenge. Once a change has been made, it it difficult to be undone. Of course you can simply delete or throw away an error prone design but it is not as easy as a simple &#8216;CTRL+Z&#8217;.<br />
To add to this, imagine that the team works from different locations and with different tasks to manage &#8230; it can become a mess in no time! Therefore, paper prototyping is no longer sufficient for the demands of the modern design agency.</p>
<hr />
<h2>Prototyping Roles:</h2>
<p>The main roles in the prototyping stage are of course the users, the design team, the developers and the client. In order to finish up with a satisfying product, the different needs of those interest groups must be met and considered. Gathering those people around the same table, meeting their requirements, dealing with time pressure, budget limitations and the different locations of the various key players are a tough one to call.</p>
<hr />
<h2>The Design Team:</h2>
<p>The design team is a collective of some very smart and able professionals. The interaction designer, visual designer, information architect, human researcher, usability experts and prototype developers are just some of the many roles one can find in a team. In order to express their varied ideas on how the end product should be like,<em> <a href="http://hci.stanford.edu/publications/bds/10-Schrage.pdf">collaborative prototyping</a></em> is the way to meet this ambition. This method will enable them to discuss and clarify the multitude of requirements.</p>
<hr /><span style="color: #000000;"><br />
</span></p>
<p><span style="color: #000000;"><strong>Next week,<a href="http://wireframes-usability.com/2009/12/14/the-beauty-of-web-based-paper-prototyping-part-2/"> part TWO of this article</a> will follow. Subjects are the challenges of a team, collaborative working and requirements for digital prototyping.</strong></span></p>
]]></content:encoded>
			<wfw:commentRss>http://wireframes-usability.com/2009/11/23/the-beauty-of-web-based-paper-prototyping-part-1/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>What&#8217;s the real value of Unmoderated Remote User Testing?</title>
		<link>http://wireframes-usability.com/2009/11/03/whats-the-real-value-of-unmoderated-remote-user-testing/</link>
		<comments>http://wireframes-usability.com/2009/11/03/whats-the-real-value-of-unmoderated-remote-user-testing/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 15:01:59 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://wireframes-usability.com/?p=701</guid>
		<description><![CDATA[In recent years, as user experience research has become more critical or even standard practice, there is a clear trend towards measuring user experience and usability using quantitative research techniques. WHAT IS URUT? URUT is an automated test process whereby a script or series of questions is prepared and packaged into an application. Test subjects [...]]]></description>
			<content:encoded><![CDATA[<blockquote>
<p align="LEFT"><span style="font-family: Arial,Helvetica,Times New Roman; font-size: x-small;"><span> In recent years, as user experience research has become more critical or even standard practice, there is a clear trend towards measuring user experience and usability using quantitative research techniques.</p>
<p>WHAT IS URUT?<br />
URUT is an automated test process whereby a script or series of questions is prepared and packaged into an application. Test subjects may be invited in advance to participate, or intercepted when they enter a website. Hundreds of participants may be involved and all their data is gathered and analysed automatically. URUT can be both simple and quite sophisticated, and Fortune Global 2000 and Internet 200 companies are increasingly using Unmoderated Remote Usability Testing (URUT) as part of their user experience and usability research toolkit.</p>
<p>WHY, WHEN AND HOW WOULD YOU USE URUT?<br />
1.	To quantify your usability research<br />
One customer base includes different personalities, usage patterns and perspectives. Quantifying site usability is the only way you can ensure that you are reaching a true representation of your diverse population. Using URUT you gain valuable data about that population and can validate lab findings &#8211; or alternatively target which critical tasks you need to be probing in a lab-based study.</p>
<p>2.	To conduct benchmark studies<br />
URUT allows researchers to obtain statistically significant usability metrics on how a website performs vs. other versions of the site or vs. competing sites. It&#8217;s a great way to measure user experience and compare results either across time or through industry benchmarking.</p>
<p>3.	To test users in their natural context<br />
My computer and environment is different from my friend&#8217;s computer and environment and most likely different than a good portion of the population. Testing participants in their natural context accounts for different systems, configurations, and setups. The data you gain not only accounts for a mix of these various environments and setups but also encourages participants to act as they normally would, as they are not being observed.</p>
<p>4.	To understand user behavior<br />
You want to understand why users are coming to your site and what they do once they come there. URUT uses a combination of web analytics (where users go) and surveys (the why) to create a complete picture and provide valuable data to support the best user experience for your site.</p>
<p>5.	To validate or define your lab-based research<br />
You want to ensure that the research you are currently conducting is valid and a true representation. With URUT not only do you gain data that supports your current research, you can also use URUT to target key critical issues and tasks to bring in the lab for further probing.</p>
<p>6.	To test internationally without traveling<br />
International research is very expensive and at times put aside due to the cost and time commitment. URUT allows you the flexibility to conduct a study in many international locations from one place. Not only does it remove the expense of travel it also removes the need for all data to be translated before analysis.</p>
<p>As the web becomes a more complex place and users interact with it in different ways, user experience and usability testing and measurement must evolve and continuously innovate. URUT is an example of this innovation and has proven its worth for the past 6 or 7 years. The key to solid research lies not only in proper execution and the right technology, but also in the ability of the research team to understand that different data comes from different methods and tools, and that each should be used with a purpose and to meet specific goals (what, why, when and how). The combination of methods and tools is often the best way to go. URUT is a great choice for specific purposes and, if well executed, can become an invaluable source of data about user experience.<br />
</span></span></p>
<p><span style="font-family: Arial,Helvetica,Times New Roman; font-size: x-small;"> </span></p></blockquote>
<p>Taken from:</p>
<p><a href="http://www.usabilitynews.com/news/article6067.asp">http://www.usabilitynews.com/news/article6067.asp</a></p>
<p><span style="font-family: Arial,Helvetica,Times New Roman; font-size: x-small;"><br />
</span></p>
]]></content:encoded>
			<wfw:commentRss>http://wireframes-usability.com/2009/11/03/whats-the-real-value-of-unmoderated-remote-user-testing/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
