Improve Your Work With a Smarter Feedback Strategy

“What do you think?” — four words that kill a feedback session almost before it starts.
On #UXPinChat last week we discussed different ways to get other people’s opinions about feedback, while taking feedback on a prototype design that progressed live.
That got us thinking about how to get feedback in general. We know that the best constructive criticism leads to a better product. But getting feedback that really helps is an art unto itself. For example, “why do you prefer that color?” will get more insight than “do you like it?” But how?
Here are some techniques to get a critique that helps you improve your work.
1. The Three-question Rule
Dustin Curtis, founder of the Svbtle Network, developed a helpful system of asking critics three questions. The questions themselves drive conversation and elaborates more on the feedback being offered.
2. State Your Goals
Giving feedback is easier with context. When asking for a critique, always begin with quick summary of what the design is supposed to solve. Followed with, “How well does this design achieve that goal?” gives critics an angle from which to frame their thoughts, rather than commenting on the veneer.
3. Avoid Yes/No Questions
Yes. No. Boolean questions result in little substance. Although it takes some practice, getting to why and how will get answers along the lines of, “I think” or “I don’t like.” Positive or negative, such comments help you get to the heart of the critic’s thinking to understand their point of view. “Do you like it?” is nothing compared to “what do you like — or dislike — about it?”
4. Clarify the Context of the Fidelity
Getting feedback early is a vital step to dodge early problems. Unfortunately, not everyone gets that rough sketches are ideas taking shape, or that lo-fi mockups don’t mean gray is your favorite color.
Part of your job in asking for feedback is to explain what a critic is about to see. One way to underscore that they’re about to review ideas rather than the quality of your Sharpie work is to do just that: ask for their thoughts on the ideas.
“Before I go further, I want your feedback on these ideas.” “I’m exploring loose ideas at this point, and I want your opinion.” “So I had this quick idea … ”
In fact, we started with an idea: feedback is more useful when framed correctly. To that end, this article’s goal is to help you get meaningful feedback. Did it achieve that goal?
From the #UXPinChat
@uxpin @ux_benjamin #uxpinchat I am not too sure about the colors. For me they just seem kind of thrown together and dull. #uxdesign #ux
— Veronica Rivera (@justvcreative) April 29, 2016
@uxpin @ux_benjamin The functionality works well. This prototype is really well put together #ux #uxdesign
— Veronica Rivera (@justvcreative) April 29, 2016
@uxpin @ux_benjamin I’m hardly the most color-creative person, but those colors don’t seem to compliment well.
— Michael Gremillion (@IselianGaming) April 29, 2016
@UXpin A1 I do only grayscale prototypes, except for error states. Otherwise people are expecting those colors to be THE colors #uxpinchat
— Michelle Matthews (@michematthews) April 29, 2016
@ux_benjamin Maybe something monochromatic if you are using that photo. Or maybe a more interesting photo. #UXPinChat
— Veronica Rivera (@justvcreative) April 29, 2016
@uxpin A1 Prototyping for me is about functionality/layout. Clients get excited about color, focus on that, ignoring the rest. #uxpinchat
— Michelle Matthews (@michematthews) April 29, 2016
@uxpin A2: When you hit a first goal in the design. Usually the lofi wireframe, the basic concept. #UXPinChat
— Michael Gremillion (@IselianGaming) April 29, 2016
@uxpin A2 When I have a meeting scheduled :) #uxpinchat
— Michelle Matthews (@michematthews) April 29, 2016
A4: When it’s all about how you should do your job instead of what the problem is. #uxpinchat
— Bartek Nowak (@siedemender) April 29, 2016
@uxpin A4: Never. Even if it’s “irrelevant,” why did they think they should give it? What made them think that way? #UXPinChat #ClearDesign
— Michael Gremillion (@IselianGaming) April 29, 2016
A4 @uxpin Will removing this negatively impact goals/KPIs? Has testing refuted this feedback? #uxpinchat pic.twitter.com/ZBrQ5ehOUk
— Michelle Matthews (@michematthews) April 29, 2016
@IselianGaming My advertising is showing, but ego-driven-design-by-committee is real. I always consider, don’t always implement #uxpinchat
— Michelle Matthews (@michematthews) April 29, 2016
@uxpin If feedback is constructive (suggestions to improve), could be worth taking. If not (“I don’t like it”), then just ignore #UXPinChat
— ErroZero (@errozerodesign) April 29, 2016
A5 @uxpin If it works, if you are delighted, if it’s totally wrong but moving in the right direction, say it! Also, “Thank you”! #uxpinchat
— Michelle Matthews (@michematthews) April 29, 2016
@uxpin A5:Even if the design isn’t sth I expected, I appreciate and point the general idea behind design choices. #uxpinchat
— Bartek Nowak (@siedemender) April 29, 2016
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The post Improve Your Work With a Smarter Feedback Strategy appeared first on Studio by UXPin.
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