In the UX process of discovering what is useful and usable, learning moments (mistakes) have an upside: lots of cautionary examples to share. Enjoy this selection of standout bloopers and rookie mistakes.
The iterative worlds of SAM, Agile, and ADDIE invite a continual balancing act between "get it done" versus "get it right."-Rachael Sweeten
Asking your users to design the product.Looks like designers taking the users' orders. Sounds like, "If I give them exactly what they asked for, then they'll have to be happy."
User relies on the "Back" button.Puhleeez.
User is completely stuck. Excruciating.
Blaming the user.Sounds like, "That person just isn't tech savvy," or "They just need to learn how to do this." * The user has probably just learned to hate your product and to distrust you.
Shaming the user.Sounds like, "C'mon. This is really easy." *Remember, everything is intuitive for the person who designs it.
Breaking the 4, no more, rule.Long feedback forms require too much recall and invite ultra-negative feedback. Prioritize to 4 main questions, unless your goal is specifically to weed out unwanted users.
Overconfidence in your product. Sounds like, "What's there to change? It's fine. Those complainers aren't our target market."
Uncertainty avoidance. Looks like analyzing in mid-test, rushing feedback, or accepting a wrong conclusion over not knowing.
Shiny Objects. As a rule, designers and other primates tend to covet shiny objects like the coolest interaction and the spiffiest layout. Designing to impress other designers is satisfying--until it bombs with your real users.