“A Human-Centered Technology.” – Don Norman

While innovation has a historical contribution in terms of providing appropriate and efficient tools for society that help enrich human knowledge and enhance mental capabilities (memory, thought, reflection), it has however created modes of entertainment that increasingly promote a consuming rather than a productive people and is accountable for the apparent social divider between the haves and havenots of technology.

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How to Plan, Design, and Conduct Effective Tests – Jeffrey Rubin & Dana Chisnell

Testing has two main objectives: on the marketing level, it aims at improving sales; on a user-centered level, it aims at minimizing user frustrations and maximizing a product's usability. As the authors point out, testing goals inform the design of a product; those work in terms of the usefulness or relevance, learnability, efficiency, effectiveness, and satisfaction factors.

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“Recruiting Participants” – Dumas & Redish

Dumas & Redish lay-out the steps and tactics for recruiting participants; those include:  Finding Appropriate Participants, Reaching and Screening Potential Participants, Deciding Who Should Recruit Participants, Knowing What to Say When You are Recruiting, Arranging for Payment or Other Incentives, and Having a Back-up -- But Not Double Booking

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The Simplicity Shift – Scott Jenson

Scott Jenson defines 'feature blindness' as users being blinded by a feature list. He identifies the bottom-up approach of creating a user persona and a task scenario as more efficient than the top-down approach, in terms of organizing a commonsensical hierarchy of a product's features.  The ideal visualization would be to 'tame' the feature list and prioritize features in accordance to a set of usage requirements and subsequent usage frequency.

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Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces – Carolyn Snyder

Carolyn Snyder proposes a definition of paper prototyping as 'a variation of usability testing where representative users [...] [interact] with a paper version of the interface that is manipulated by a person "playing computer" ' (italicized in original, p.4).

The aim of her book is to extend the practice of paper prototyping to a variety of HCI platforms for non-expert users to adopt as a practical tool for creating and testing their products during the development process.

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