"A Story about Design and Experience"
summary
Everyday examples show adjacent controls causing repeated errors: elevator open/close buttons, two lamp switches, bookmark hidden under share. The claim is that testers capture emotional signals (frustration, confusion) and turn them into measurable issues like misclick rate and time-to-recover, log frequency of repeated mistakes, and prototype small UI changes with designers. A practical outcome is to change layout or labels and validate whether misclicks fall and task success rises, proving the fix actually works.
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