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	<title>Comments on: Usability Testing Guidelines</title>
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		<title>By: James Boekbinder</title>
		<link>http://www.peterpixel.nl/writings/usability-testing-guidelines/comment-page-1/#comment-90</link>
		<dc:creator>James Boekbinder</dc:creator>
		<pubDate>Fri, 20 Apr 2007 10:45:03 +0000</pubDate>
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		<description>In the above, I meant: just stop that test assignment, not &#039;stop the test&#039; (the whole thing).</description>
		<content:encoded><![CDATA[<p>In the above, I meant: just stop that test assignment, not &#8216;stop the test&#8217; (the whole thing).</p>
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		<title>By: James Boekbinder</title>
		<link>http://www.peterpixel.nl/writings/usability-testing-guidelines/comment-page-1/#comment-89</link>
		<dc:creator>James Boekbinder</dc:creator>
		<pubDate>Fri, 20 Apr 2007 10:44:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.peterpixel.nl/writings/?p=12#comment-89</guid>
		<description>Very good start! A couple comments:
- Don&#039;t interfere - No, I would not give them any hints. Only put a limit on the time they&#039;re allowed to struggle with it. If you have to give hints, the application has failed. Just stop the test and note the result.
- Thinking out loud - this might be a good one to add. Remember that this is QUALITATIVE user testing, so asking the person to say what&#039;s going through their mind can reveal much more than their behavior otherwise would. For example, they might be succeeding in a task, but for entirely different reasons than the design thinks.</description>
		<content:encoded><![CDATA[<p>Very good start! A couple comments:<br />
- Don&#8217;t interfere &#8211; No, I would not give them any hints. Only put a limit on the time they&#8217;re allowed to struggle with it. If you have to give hints, the application has failed. Just stop the test and note the result.<br />
- Thinking out loud &#8211; this might be a good one to add. Remember that this is QUALITATIVE user testing, so asking the person to say what&#8217;s going through their mind can reveal much more than their behavior otherwise would. For example, they might be succeeding in a task, but for entirely different reasons than the design thinks.</p>
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