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“But what if your user is wrong?”He knew he was working on a great idea. He knew the world needed his solution, and he knew how to present it to them. The only problem was that his users didn’t get it. When he showed his prototype to his target market, they didn’t know why or how they would use the product. They didn’t see it fitting into their lives. They didn’t understand where to tap or what to do. They kept trying to take actions that didn’t make sense. They were wrong!I had some bad news for him:
“You can pat yourself on the back for being right… while your product fails.”
a. Will figure out how to use the product with a little practice, orb. Is not all that bright, and therefore not your actual target user after all.But here’s the thing: when your product is out there in the world, your user is most likely under no obligation to keep using your product until they understand it.If they can’t figure it out, then they can put it down at any point and switch to a competitor instead (or just go without it altogether). They don’t know or care that your design choice was the “correct” one. They only care whether or not they can easily do what they need to do.That means the user’s problem is your problem, and it’s your job to fix it if you want your product to succeed. Think of your prototype as more of a hypothesis than a product. It might not work out, and that’s okay. Your goal is to learn what works and what doesn’t, make improvements, and test again.
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