
|
The Lean Product Playbook:
Even if you’ve tested design artifacts along the way, it’s a good idea to test your actual MVP once it’s built. Changes often occur between the design and development phases.
|
107 |

|
The Lean Product Playbook:
Great UX makes it easy for the user to realize the benefits that the product’s functionality offers… [and] also achieves a high degree of usability and delight.
|
112 |

|
The Lean Product Playbook:
The likelihood of a user successfully completing a task is directly related to the amount of effort it takes.
|
113 |

|
The Lean Product Playbook:
Delight, which goes beyond simply avoiding user frustration, means evoking positive emotions. Products that delight users are more enjoyable and fun to use.
|
114 |

|
The Lean Product Playbook:
The positive emotions that aesthetics help evoke can lead to higher customer enjoyment when they use your product.
|
115 |

|
The Lean Product Playbook:
It’s critical when you conduct user research to ensure that the UX researcher isn’t the only person who gains most of the learning. Product team members should observe as much user research as they can.
|
119 |

|
The Lean Product Playbook:
…a team who has this set of four essential skills – product management, interaction design, visual design, and front-end development – the ‘A-Team.’
|
141 |

|
The Lean Product Playbook:
Even though great design takes a lot of skill and work, there’s really no excuse for having a bad user experience.
|
141 |

|
The Lean Product Playbook:
When you are so close to your product, it is difficult – often impossible – to perceive it as a new customer does.
|
143 |

|
The Lean Product Playbook:
…conduct user tests with one customer at a time for the best results.
|
144 |