iOS Design III: Prototyping & Testing | Kara Hodecker | Skillshare

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iOS Design III: Prototyping & Testing

teacher avatar Kara Hodecker, Product Design Leader

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

7 Lessons (37m)
    • 1. Intro & Class Project

    • 2. Prep for Prototyping

    • 3. Write a User Testing Script

    • 4. Build a Prototype

    • 5. Recruit Users & Run Tests

    • 6. Review & Evaluate Results

    • 7. Iterate & Final Thoughts

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About This Class

Welcome to the final lesson in this three part series of iOS design classes. Throughout this series we’ve covered the basics of user experience design, interaction and visual design, all as they pertain to designing for mobile. Now that you’ve gained the knowledge and tools to create a beautiful and intuitive app, you’ll put your designs to the test with real users. At the end of the series, you should feel confident in your iOS design skills with the tools and techniques you’ve learned.

This class is great for designers of any skill level. In this class, you’ll learn how to use InVision for prototyping, so no prior experience is necessary.

What You’ll Learn

In the third and final class of the series, I’ll walk you through how to use InVision to create a click-through prototype of the app you’ve designed in the previous two classes. Topics we will cover include:  

  • How to prepare for your prototype. You’ll create an InVision account and save out the screens you’ll use to create the prototype.
  • Writing a user testing script. You’ll set the stage for your testers and determine what flows you’d like to test.
  • Building a prototype. You’ll get step-by-step instructions on how to easily put together a click-through prototype.
  • Recruiting users and running tests. Let’s see how your hard work has paid off! You’ll learn how to conduct testing and who your users should be.
  • Evaluating your results. Learn guidelines for evaluation, key takeaways, and your next steps for the success of your app.

What You’ll Make

This project for the entire series will be to create your own travel app or rethink an existing one. For this third class, your deliverable will be a click-through prototype of your iPhone app. You’ll also write a script to guide your user testers through your prototype.

Other Classes in this Series

Meet Your Teacher

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Kara Hodecker

Product Design Leader


I'm currently designing at Panorama Education in Boston, MA. Previously, I spent five and half years at Evernote, where I led a team of product designers who were responsible for the core app experiences for both mobile and desktop. Prior to that, I had the opportunity to work with some incredibly talented designers at Yahoo!, Odopod, and Hunt & Gather.

Outside of work, my time is spent balancing between being with my two daughters and my patient husband, and pushing myself in CrossFit classes. I also love traveling whenever I get the chance, ice cream, and coffee way more than I probably should. You can also find me on dribbble, twitter, and linked in.

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1. Intro & Class Project: Hi, everyone. I'm care. Ho Decker and I am a product design manager at Evernote. Welcome to the third and final class in my IOS design. Siri's this class. We're gonna be focusing on prototyping and user testing. It's not a requirement toe have taken the previous two classes on you ex and visual design before this one, but you'll create a more complete project between all three classes. For your project, you'll create a clickable prototype of an iPhone app using designs you've already created. You can use designs from the previous two classes in the Siri's, or it could be an iPhone app of your choice, something that you've designed on your own. You'll then use that prototype to do user testing to help validate your design decisions. This class will give you the tools to easily create a prototype right, a user testing script and conduct user testing. Let's get started 2. Prep for Prototyping: if you've been following this class series than welcome back. If your new welcome and I hope that you'll take something away from this class before we begin, let's cover why it's so important to prototype. Likely you have a nicely designed and well thought out app at this point, but how are you supposed to know if it's a really great app? This is why getting validation from others is critical. Prototyping can help you user test your app much more quickly than building a fully functional app. Even if you aren't planning to do that, it's still really fast way to test out your designs. You can also see which design choices you made were successful and what may not be working so well you'll be able to pinpoint what doesn't make sense to users and if there are any confusing flows. Also, having users test your prototype will give you critical feedback that you can use to make changes and improve your app. There are a lot of really great prototyping tools out there somewhere, really simple, and others can be quite complex and allow you to build a prototype that's almost as good as the real thing for our purposes. We're going to focus on a tool that I use all the time at work called Envision. If you haven't heard of it yet, this Web based prototyping tool is amazing. It's so easy and quick to transform your designs into something people can interact with. There's no quoting involved Onley few quick steps to throw a prototype together. Let's get started by setting up our first prototyping project. If you don't already have an account, sign up. It's free. Now I'm gonna walk you through getting your project set up. All right, So what I've done here is gone ahead and pulled up the envision website. And as I said, this is a Web prototyping tool, so there's nothing that you need to actually download. There's no software. Everything is done right on the website, which is great. So if you don't have an account, you're gonna want to click this sign up free. Um, and you can go ahead and create a free account to start your project. I have an account, so I'm gonna go ahead and log in right here, all right? And so the first thing I'm going to see is sort of this blank canvas and they're letting me know that I don't have any empty, active prototypes, and so I can go ahead and start creating my 1st 1 super simple. So I'm gonna go ahead and click the big Plus and I get this window to be able to create a new prototype. Eso my app throughout, this product has been redesigning the Southwest iPhone app, so I'm just gonna call this Southwest app. And then what I do here is selected type. So I'm gonna go down and click on iPhone, but it's pretty cool. You can see all of the different things that you can create a prototype floor. And all of all of these different templates are really optimized for those things. So when I choose iPhone, it's gonna fit perfectly on my iPhone. I can also choose portrait or landscape. It's a little more a little more relevant for like, an iPad or some sort of tablet because likely on on the phone, you're gonna be using portrait. So we'll just keep that And I have a business account two. So I'm just gonna go ahead and click my personal account great and say create project. So now that I need to actually add stuff to my prototype, I'm going to go to the next step where I'm gonna go back to photo shop and export some of my screens. Eso that weaken were able to add them to our product. So we're going to go to push up here, and I've got all my all of my files already open and you might have all of your visual designs in in one of our top soil. I've split mine out into three for the different screens that I have just because it's a little bit easier for me at this point. But, you know, using layer compass or something is is a great way to do that. Um, and what I want to do is actually go to file export quick export as PNG superfast way. I could go right to my desktop and say, Say that guy and there we go. Um, so that'll save the whole The whole thing. One thing that's actually really helpful is in our designs. We've added this navigation bar up here to the status bar. So what I like to do is actually turn this off because envision actually adds that status bar into the prototype as well. It's something that's controlled by by Apple. So when you're using the prototype, um, on the iPhone, then if you have this layer turned on in photo shop and that's in your actual screen, it's kind of gonna show up, and then something else is going to show up on top of it. So it just easier if we just turn that off and then I can actually go ahead and export that again and just receive that guy just like that. Someone go through, do that. This one didn't have it. Great. This one that will turn status bar off. And that's just gonna make things a bit easier for us. We don't have to go back and do it afterwards. Looks like I saved that other one to the wrong place. Let me go back and export you again. I don't want you in there. I want you intestine. Okay, so now I have all of my screen saved out. You would go ahead and do this for all of your sins. You probably have way more than three, but because I only have three for my stay full project. I'm just gonna work with those. Um, so now what I want to do like that. Um, I just want to kind of I like to organize things. And so I've made this travel app screens folder, and what I want to do is just throw my screens in here, and that way they're a little more organized. You'll also notice I have them just saved as what the Photoshopped files were called. And so you can do anything you want here. But it's really good to have some sort of organizational way of naming your different screens, because when you're in, envision, that's what they're gonna be uploaded as. And so you want to make sure that you know what you're looking for. So this was just like screen one. You might not know what that means, even though they do give you a preview. But that's why have, like, the book flight and then here, select city, that sort of thing departure. So you want to go through and just having a little organization upfront is just gonna help you afterwards. So that's the first part, and let's get on to the next 3. Write a User Testing Script: first. Writing a script for users may seem like a daunting or even a necessary step, you might think. But it's so simple. Why should I bother? You really shouldn't just toss a prototype at someone and let them go for it, though. Yes, there are times during testing where you should let them run wild, but we want to conduct our testing in a more controlled environment. Start off by pulling out your wire frames, your user flows and even your mock ups. If you have user flows, half your work is already done. You're gonna want to test these flows to see if users get through them and see if they make sense. Then you can build your script around this. There are six main components in a user testing script. These include an introduction test. Set up a scenario, a series of tasks or steps, questions and feedback. You'll use these components as the framework for your script. When writing the script created document to type everything up in this example, I'm using ever know, which is a great platform for keeping everything together. You can even organize all of your screens, wire frames, test scripts and more together. Google Docks is also another great option. Now let's take a closer look at my example testing script. All right, so here's my example. Script. You can see how I've organized the document into each of the six components because we'll be sharing this with each tester. I want to make it as clear and easy to follow ous possible. The first part here is the introduction. This serves is a lead into your prototype and tells the tester what exactly they'll be doing. Let them know what your app is and possibly why you're building it. Then you'll want to include a quick rundown of how the test will work. You can include as much information here is you want, but try to keep it brief so that the tester isn't really overwhelmed right off the bat. Next the set up. This is really just here to reiterate what you've covered in the intro and just a more digestible format. You can be more descriptive here if you like, or you can keep it really brief. Next is the scenario. This should be taken directly from your user journeys and flows, but it's nice to add a little bit more detail again. Be as descriptive as you like, So I'll just read you my scenario here in case you can't really see it, it's the middle of the summer and you want to plan a visit this fall to a friend who lives in Boston. You have flexible dates for traveling, so you want to look around for a good deal. You enjoy flying Southwest, so you'll search for a flight in this app. I've also added this little please remember, this is a simulation of the Southwest app and it will not behave like a fully functional app. Not all buttons, Air Tabal. And to start over, quit the prototype and reopen. It's nice to kind of include that little please remember bit there because ah, lot of times people are like Oh, yeah, yeah, it's a prototype. But then they do kind of quick around like, Oh, this thing is not working or like, why can't I tap on this? So just a little reminder is is nice to include All right, so this next portion this is going to be the really the meat of our test, though this is the steps and tasks that you'll have the your testers going through. So what I've done here is actually created a little table. That's what kind of nice to use Evernote because it's even quickly do this, Um, right in here. So if I actually click in here, there's this little table icon right up here so I can decide how many tables that I want to add. Cool. So the main task is to book a flight from San Francisco to Boston. And then what you want to do is break this down into steps and you want to reiterate to the users that you really want them to go through one at a time slowly. You don't want them to rush and start tapping on everything and going through, because we do want them to pause at certain certain parts. So, for example, in this step one, please open the prototype before tapping anything. Describe your feelings of the first screen that you see. What would you tap on to begin? So we're telling the user here, OK, just look at this thing for the first time. Let me know what you think. You know, They this could be anything from visual design so they can say like, Oh, you know, I don't really like that color. Or they can say, Oh, wow, this looks really great. I think I want toe. You know, I would love to use this app. You know, any any kind of feedback is awesome. And so take notes, as as they're going. Um, but then, you know, we we asked them, what would you tap on to begin? So we're not saying go ahead and do it yet does what would you tap on? So this kind of allows them to speak aloud and let you know, like, Okay, I think I would do this. And also, let's you know, right off. Um, are they actually doing the correct thing, or are there a couple different things that they might tap on and that could actually detract them from from what you are want them to do? So one thing, once they've finished that first step, you can either guide them or if they feel just, you know, OK, they've read this and they've answered the question, Um, and they can move forward themselves. So for step two, I'm saying Okay, tap the book flight button So that's, you know, they go ahead and do that, and then we're kind of pausing again and saying, All right, what did you expect to see on the screen? So one they hit that button, you know? Did that do what exactly? That they were thinking it would dio And do they think anything's missing? And so then I have added a couple other questions here that I want them to look through an answer before they're moving on. So again, you know, noticed the departure city is already filled in as San Francisco. This represents your current location. Is this helpful to you? Let them answer the question and as much details they want. If they're not giving you a ton and you want gnome or feel free to kind of just like pop in there and ask a couple other questions or just try to get them to same or and then after that, you can say, OK, now tap on the two location so you can sort of guide them through. Um, but it's nice to sort of ask like, Hey, what would you tap on? So then you wanna, um, have them continue through this way and again, like all of this, is gonna be very, very customized to your APP itself. This is just I'm providing you this example to just kind of get you through, Um, what sorts of things that you could dio. And so you know. OK, go ahead, choose Boston your back of the booking screen, and then we actually say continue as you normally would, to choose the dates and the number of passengers So you don't have to be really explicit with every single step if there's a lot of repetitive steps that you want them to do. Um, but you can go ahead and just, you know, say All right, cool. Keep going and then stop them again. When? When they're ready to stop. Um, so step six here. It's like, how would you change the flight departure day? If you wanted to compare pricing, um, into reference, we can go over here, open up this screen. And so, you know, you're hoping that they're gonna identify something in this area of how they would be able to change the date. And then we've said, Do you think there's enough information about each flight presented? So get their feedback on the way that you've done the information design on this type of thing. So, you know, it doesn't have all of the information. It doesn't have anything, um, about like, how long the layover is. For example, is that enough for them? Did they want to see more? So, getting all of that, all that feedback is gonna be really helpful. All right, so we're gonna continue on until they're they're done with your prototype. Now, the last part is gonna be our follow up questions. A Zwolle Lazar feedback. You can actually group these things together if you want. Or you can keep them separate, depending on how many questions that you have. And if there's very specific things that you want to put in the feedback. So some examples of the follow up questions I have here are overall, how would you rate completing this task? You want to give them a rating scale of something like very difficult, very easy. You know, filling in between, um but have them choose one of those and then also have them just elaborate on why they why they gave that answer. Next is did you complete the task successfully, yes or no? You want to ask the testers if they've done this, and it's really good to know if they, you know, they're impression. Like, do they think that they completed the tasks successfully? Because they may actually have done a different task Or, um, not quite followed through on the thing that you wanted them to dio. So it's good to know their impression of Do I think that I completed successfully? Um, next up is what is your overall impression of the app. So just let them go, you know, whatever they want to add there And do you see yourself using this app? This is also important because, you know, they might think like, Oh, yeah, this is this is easy to use or what not. But, um, if they wouldn't use the app, it's kind of really important for you to understand why, and maybe that's completely fine. Maybe they're just not the right type of person to be using that app. You know, maybe they hate Southwest Airlines for some reason in, um, so they're not the target person, but it's an either way. It's It's good to know, um, if they would or would not use your app and then in our feedback portion in the last bit. It's kind of like that wrap up. Is there anything else that they would like to share? And you know this You can go on, open it up with, um, add anything else that they want. If there are any other specific questions, now is the time to ask them. And that's going to wrap up your, um, your user test. So now that we've done, we've written up our script, the next part is we're gonna go ahead and actually build our prototype. 4. Build a Prototype: all right. At this point, you've got your design saved out, and you've written your script for user testing. So now let's go ahead and upload the screens to envision and begin building the flow. All right, so we're gonna go back to envision here, and so it says drag drop. Literally. This is, like, the easiest thing in the world. We're gonna open up our folder, take our screens, highlight a mall, throw him in there. Done awesome. Um, so this is the first part, And now what I want to dio so I can see here. This is this view is my screen. So this is gonna show everything that I've uploaded. Um, Like I said, you'll probably have a bunch. So they're all being here. I can also, if I want to go ahead and rename any of these screens if I want, um, and let's actually get into this Something like a view screen. Cool. So now I can see a minute this little iPhone framework. You can also see that they've added that status bar that I was talking about before. That's why we hid those layers from Photoshopped and what I want to do actually. So this is sort of like the old look right. Um, if I go into C configuration, I can actually choose. So this is just sort of for like, if I'm viewing this prototype on the web, I can say, you know, is it a boy or a black phone? Um, and then I can pick if it's an iPhone plus, if it's a five or if it's a four. Uhm, we designed our screens for iPhone six. Sword is gonna go ahead and use that. I'm gonna leave it black just so our designs can stand out. Another thing I can change is the status bar style, so I can make the background transparent and cool, so that's gonna sit right on top of our designs. I could also change if I wanted to be, um that's the background. A transparent. If I wanted to be the, uh, dark color or felons be like, let's just leave that light. Sounds great. So we're gonna quick save perfect. Okay, so this view that I'm in here is preview mode. I have a couple other modes here, so we have build mode, which we're gonna go into next. We have comment mode, and then we have history mode. We're not gonna talk about thes two right now, not super relevant to us, but this build mode is going to be the most relevant. So what I can do is click on this. So my friend Shell went away, But what I'm left with is the screen. And then I have this little hover tool tip that's telling me to click and drag to create hot spots. So ah, hot spot is simply I'm gonna create a box. It's gonna look something like this. I'm just just for ah, preview purposes. And this would be when the someone is using the prototype, this would be the area that they can tap on the area that is active. So if I click away, I can actually just cancel that guy. Okay, so what you're gonna want to dio is you're gonna want to decide. Looking back at your flow. Um, where do you need hot spots? So what should users be able to click on on each thing? So, for example, for me, there are other options t choose a one way flight or a multi city flight. But you know what I don't really want to test that. And so I'm just not gonna put any hot spots there because that's not something that I need my users to interact with. We're just gonna leave it on round trip, and that's totally fine. But maybe I want to test what happens when they click on the From the to the dates. If I want to pull those up any of these menus on And then, of course, like the search flights button, I'm gonna want to be able to interact with all of those things and then maybe even possibly the back button. That's gonna be important when people are navigating through. So for my prototype, because I only have a couple screens, Um, the first thing I want to do is and you can make your hot spots bigger than the actual area if you want Teoh. But this is a pretty good spot that someone will be definitely ableto click on. So I'm gonna go to selected destination and then I have a bunch of options here. So I can, you know, externally, Earl, like a lot of these things, um, are not super relevant right now. But what I actually want to do is go to prototype screen. So these air the screens that I've uploaded. And so when I click on this hot spot what I what screen I want to come up is the select city. So we're gonna click on that. And now I get some options. Where? What what gesture do I want? So is it when the user taps double taps, swipes and here is simply a tap, and then the transition. I have a couple different options to, and it kind of shows you this little animation here of what's going on, Pop, Um, what I want to do for this one, because it's sort of supposed to show this thing is coming in on top. Um, the dissolve. It's not perfect, but it'll be sort of a nice transition because it'll kind of is like fade in. So that's that's fine. For now, there's not really a way to mimic the actual iPhone transitions from a click click through prototype, but this is the best we can do when it works pretty well. Some of this save. Okay, so now I'm still in the screen. Um, what Aiken Dio is actually so I can see here is is click toe and dragged to create hot spots. You hover over the hot spots is shift click to navigate. So if I hold down shift and I click then that's going to open up the screen that I just chose Cool. So now what I want to dio is decide where do I want hot spots on this thing? Um, theoretically, I should have have the word. Are the city Boston on here? So I can choose that. Um, but let's say that the person already chose it, and so I can make a hot spot right on this x here and say what I wanted to do is go back to book light because I want to go back and show that I've chosen, um that I've chosen something. So again we're gonna have tap. And I'm just gonna have a dissolve for the same transition. Um, I might want to have If I have more screens, I might want to have this search box do something. Um, I might want to highlight one of these rose to do something so you can actually have a many hot spots. As you want within the prototype someone a shift click to go back. And then what I'm also going to do is at a hot spot onto the search flights button. And now I want this to go to our last screen departure because this screen that I have here , it's kind of like a Ziff. The user already filled out all of these things. Um, and click let me too safe these air taps. And then what I want to do is actually push left is one of those standard pattern. So to say that which is gonna move the screens this way, Alexeev. Cool. So I brought my two hot spots. Um, and theoretically, if you're doing something like this, it might make a lot of sense to not have these things filled in. So you'll have different screen. So let's say you have one. That's everything. Is empty nothings pre populated yet? And then you could actually have the user click on all of these things and make choices, um, to be able to select which which destination they're going Teoh when they're departing that sort of thing and then you'll just need a screen with each one of those filled in. So right now, I'm gonna go search flights on the shift click Cool since their third screen. So from here, what I would probably do is say okay, lets, you know, make a hot spot if the user clicks on this one to show what's gonna happen again. I don't have these those screens right now, but you would go through and do this whole process with everything here. I would also spin it. Button is very annoying here. I would also choose this back, but in, um to be ableto go back in the prototype if the user gets lost or if they just want to go back and double check something. Um, so one thing that's nice that you could do is you can say, previous screen in Siris, um, or go back to the last screen visited so I might just click that one and a new push right? Safe. The other thing that I can do with this hot spot is I don't have to make it, you know, so super tiny. It doesn't have to be hopes. It doesn't have to be like exactly this. I can actually make this guy really big so that is just really easy for the user to top on , especially if there's no other hot spots near it. 5. Recruit Users & Run Tests: are right. At this point, your prototype is ready, and now comes the fun part of starting to test. But now you need to figure out exactly who you should test your app with. So here are a couple suggestions. First, I want you to go back to those user personas that you made in the first class. This is a great way to identify the type of person that you would ideally test. Can you think of someone that you know who is similar to each persona? If you haven't created any personas, just try thinking about the type of person who you could see using your app next. It's easy to ask people that you already know friends, family or even co workers can be a great resource. And these people should be really honest with their feedback. Even if it's negative, it's okay to remind them of that, too. One tip is trying to ask anyone who is senior design process. So far, it's actually better to keep testers a little bit in the dark so that they could be more subjective. Remember that you can share link to your prototype to anyone. Testing in person is great, But if you can't make that happen, remote testing works really well too. You can even set up something like a Google hang out If you wanted to interact with the person, um, remotely or they could just do it on their own and send their feedback back to you. Finally, if you're up to it, Chai recruiting strangers A great way to do this is by heading down your favorite coffee shop, setting up a table and see if you can buy anyone a drink in exchange for a few minutes of their time. A tip is to try the afternoon or early evening for better luck since the morning rush is usually commuters and they're not going to really have time to give. So how does the testing process work? Once you've got your first tester, you're gonna go ahead and give them a copy of your script to get them started. They'll need to install the prototype on their phone, and you can give them a quick rundown of how the test will work. Make sure to remind them that this is just a click through prototype and it's not gonna work like a normal app. on their phone. When the tester is ready to begin, let them move through the tasks and the steps on their own, trying to help them or answer questions unless there truly stuck and can't move forward. If you're tester isn't really saying much, you can give them a nudge that it's gonna be really helpful if they can speak their thoughts aloud as they go. It's not really gonna be helpful to anyone if they're just sitting there silently tapping on things and not saying, because you really want to know what's going through their mind by setting these expectations at the beginning of a test, it's gonna make things go easier and much more smoothly. When the testers finished going through the flow, have them answer your follow up questions, either by asking them yourself and taking notes, or just have them write down the answers themselves. And finally, don't forget to thank them for their time. So you want to repeat, Repeat this process with us. Many testers, as you can manage more, is always better for a holistic view. But try to aim for at least five. Once you've gotten a reasonable amount of testers, the next thing that you're gonna want to do is gather all of your results in the feedback that you've gotten. We'll take a look at that in the next unit. 6. Review & Evaluate Results: after you completed your user testing. The next step is to gather all of the feedback you've received and the notes that you've taken and start to make sense of it all. First, keep all of your feedback in your notes together in one place. This is why I really stress using ever know this way you can see reading together, and it makes it much easier to search finding organizational structure that works best for you. I created a note for each user that contains her answers in their feedback as well as my own notes from the testing session. So this example that you can see here, this is just one note and I'm actually gonna back out to show you ever note right here. Um, so this is basically I have a note for each user. I'm just calling them user. A BCG can throw their names in there if you want to. Um, but this way I can really keep track. I can have their answers to their questions. I can add any other notes that I need in here. Um, I have my script in the same. So I have as a notebook. Um, where all my stuff is together. So, yeah, I have my user testing script, and then I have, like everything else for my project sketches, wire frames, personas, everything, even like the final up screens. So this is a really great way to stay organized. Once everything is together, re read through everything. Since it may have been a few days since your testing, grab a sheet of paper and jot down things that stand out to you from each test. Highlight key free phrases from your testers. Responses. Here you may see it. You may start to see common patterns emerging, for example. Maybe most people commented on the way you laid out the information on a particular screen . Or perhaps several people really like some iconography that you used in your designs. All of this is important to note, but try to pay particular attention to any negative feedback in places where users may have gotten tripped up. Try to figure out what's causing that confusion. You might be thinking. Well, it's such a simple flow. Why doesn't the user get it? And this can really be easy to think because you're so close to your app, you know, it inside and out. But if you dig a little deeper, you may be surprised to see. Maybe things aren't quite a simple assed. They seem. While you're going through all of your feedback, be sure to take some time to do this carefully and thoughtfully. And here are a few tips to remember while doing so. First feedback in very greatly. Some users may think that a flow is incredibly easy, and spot on others might be totally confused, and some might just not have an opinion at all. Not everybody is gonna have the same reaction. This is OK and totally normal. Next in general, you want to abide by the rule of majority rules. If most people feel one way, it's probably picked pretty accurate. But that being said, it's not always the case, so kind of you need to use the sauna a case by case basis. Another thing to consider is making sure that you don't jump to conclusions too quickly. Just because the user makes a suggestion doesn't like a particular aspect or slightly confused by something. It doesn't mean that you needed to immediately go and make a change. Instead try to die just their feedback and see if there's another underlying issue. Or sometimes their points simply aren't ballad. Finally, user testing can sometimes be a painful process. It can actually be really difficult to see users reacting negatively or just not understanding the thing that you've been working so hard at. Try not to let yourself be discouraged. It's nothing personal to you, and this is exactly why user testing is so valuable. You'll save time for yourself by being able to improve your app quickly. So now that you've digested all of your feedback, let's head into our final unit. 7. Iterate & Final Thoughts: now that you've gone through and have had time to digest the feedback from user testing, it's time to make a plan for next steps. Figure out what makes sense to change in your designs, what should be tweaked and what's working well, try not to be too attached to a particular design element. If it's just not working, there's always room for improvement. Go ahead and make any changes to your designs. Some of these changes may be small, simple tweaks that are easy to update and others may cause you to need to design to redesign completely new screens or build an entire new flow. Take some time to work through it all. Once you've saved out your revised designs, you can then go back to envision to update your prototype. It's very easy to swap out existing screens with a new version. Just go into build mode and simply Dragon dropped the new screen on top of the old one. You may have to adjust your hot spots if things have moved around a little bit, but those air really easy to move to. Also, if you find yourself with more than one possible solution based on your users feedback, consider creating multiple prototypes. This way. You can quickly test a few ideas to see what's worth pursuing and what's not working. Finally, with your updated prototype in hand, start another round of user testing. Try to find some new testers who haven't seen the previous version. It's also helpful. Toe. Have previous testers try out the new version so you can see how they react to your changes If they have positive feedback. This is a great reassurance that you're headed in the right direction. If not, there's probably still a few kinks that you have to work through. Keep going and remember that design is an inter of process. With everything you've learned throughout this series, I'm confident that you're gonna end up with a killer app. Finally, I just want to say Thank you so much for taking the time to participate in my IOS design. Siri's classes. I hope that you've taken away some new things from these classes, and please don't hesitate to reach out and ask questions or provide any feedback on how I can improve. Thank you again