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Paper
Prototyping
Prototyping
• Prototyping is an interaction design approach
used by designers to acquire feedback from
users about future designs
– While simple, paper prototyping can provide a
great deal of useful feedback which will result in
the design of better products
Explorative prototyping
• Explorative prototyping is used to explore
system requirements in cooperation with
users
– I can be seen as a communication facilitator
designers, developers and users
Experimental prototyping
• Experimental prototyping aims to assess
whether the planned system will be adequate
and acceptable when finished
– Experimental prototypes can be used as
requirements specification
Evolutionary prototyping
• And prototyping can also be evolutionary in
nature
– This is the case when a design evolves through
multiple generations succeeding each other
– In this case, each prototype is an early version of a
product or service that is further worked upon
until the prototype has evolved into a final
solution
Prototypes
• Prototypes may be horizontal or vertical
– Horizontal prototypes cover a very broad range of
the intended future features, but only very little of
the actual functionality of the features is
addressed
– Vertical prototypes address fewer features but, on
the other hand, these are almost fully described.
Prototypes
• Prototypes serve several purposes…
– They incite and facilitate experimentation as they
are inexpensive to alter
• As they focus on content and functionality and turn
attention away from details of graphic design
Prototypes
• Prototypes serve several purposes…
– They incite criticism from users because they are
perceived as being low-cost and low-fidelity
• If a user is presented with an early version of a product
or service that has required substantial work, she or he
is likely to be more reluctant (as well as able) to criticize
it
Prototypes
• Prototypes serve several purposes…
– They have the advantage of ‘grounding’ the
discussion during a stakeholder session, making
the sure the session does not get too much off
track
Prototypes
Prototypes
• The question now should be…
– How do we go about it?
Prototyping process
• You…
– Follow design patterns
– Create a prototype for each (set of) user stories
• Starting by sketching and structuring and eventually
ending with a paper mockup of the envisioned product
or service frontend
– You iterate the prototype and the user stories
• There is an interplay between both so its only
expectable that they will co-evolve
Design patterns
Design patterns
Design patterns
Prototyping user stories
• Well… you start with your user story and end
up with something like this:
Prototyping user stories
• Early prototypes normally evolve through a
sketching and structuring iterative process
– Sketching is normally based on existing design
patterns, unless there is an unusual problem to be
addressed or a novel solution with potential
added value
– Structuring normally follows state transition
diagrams principles, which allows clear validation
of the underlying user stories
Prototyping user stories
• Early prototypes normally evolve through a
sketching and structuring iterative process
Mature paper prototypes
• Mature paper prototypes usually let go of the
state transition diagram and become fully
actionable paper prototypes
– Of course, in this case the processor is the person
animating the prootype
Mature paper prototypes
Mature paper prototypes
• For demonstration purposes, mature paper
prototypes can also be animated using stop
motion animation
However…
However…
• This only makes sense if you have progressed
from your idea’s personas into scenarios and
user stories
– Most likely you have actually address all this in
previous activities but under different names or
even implicitly
• My recommendation is that you reframe what you have
under this heading to better start this interaction
design process
However…
• This only makes sense if you have progressed
from your idea’s personas into scenarios and
user stories
– If this is not so clear for you, please bear with me
for a little longer
Personas
• These are base on observation, interviews,
research
• They can be primary, secondary, etc…
• Personas support design decisions
– But should not entirely replace real users
Personas
Scenarios
• Scenarios describe the context of the
interaction between the personas and the
envisioned product or service
– These consist of goals, expectations, actions and
reactions
– They aim to reflect the real context and usage
Scenarios
User stories
• User stories are written sequences of actions
and events leading to an outcome
– Good user stories are standalone, short and
testable
– They bring users, designers and developers
together
– Users stories are a powerful way to reflect upon
user needs
User stories
• Go more or less like this…
– As a <ROLE>, I want to <DO SOMETHING> so that I
could <GET SOMETHING>
• User stories:
– Describe one specific need
– Are not to detailed
– Are testable
User stories
User stories
Now it’s up to you to
make it happen
paperprototypingateia
.wordpress.com

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2014 Paper Prototyping by David Lamas

  • 2. Prototyping • Prototyping is an interaction design approach used by designers to acquire feedback from users about future designs – While simple, paper prototyping can provide a great deal of useful feedback which will result in the design of better products
  • 3. Explorative prototyping • Explorative prototyping is used to explore system requirements in cooperation with users – I can be seen as a communication facilitator designers, developers and users
  • 4. Experimental prototyping • Experimental prototyping aims to assess whether the planned system will be adequate and acceptable when finished – Experimental prototypes can be used as requirements specification
  • 5. Evolutionary prototyping • And prototyping can also be evolutionary in nature – This is the case when a design evolves through multiple generations succeeding each other – In this case, each prototype is an early version of a product or service that is further worked upon until the prototype has evolved into a final solution
  • 6. Prototypes • Prototypes may be horizontal or vertical – Horizontal prototypes cover a very broad range of the intended future features, but only very little of the actual functionality of the features is addressed – Vertical prototypes address fewer features but, on the other hand, these are almost fully described.
  • 7. Prototypes • Prototypes serve several purposes… – They incite and facilitate experimentation as they are inexpensive to alter • As they focus on content and functionality and turn attention away from details of graphic design
  • 8. Prototypes • Prototypes serve several purposes… – They incite criticism from users because they are perceived as being low-cost and low-fidelity • If a user is presented with an early version of a product or service that has required substantial work, she or he is likely to be more reluctant (as well as able) to criticize it
  • 9. Prototypes • Prototypes serve several purposes… – They have the advantage of ‘grounding’ the discussion during a stakeholder session, making the sure the session does not get too much off track
  • 11. Prototypes • The question now should be… – How do we go about it?
  • 12. Prototyping process • You… – Follow design patterns – Create a prototype for each (set of) user stories • Starting by sketching and structuring and eventually ending with a paper mockup of the envisioned product or service frontend – You iterate the prototype and the user stories • There is an interplay between both so its only expectable that they will co-evolve
  • 16. Prototyping user stories • Well… you start with your user story and end up with something like this:
  • 17. Prototyping user stories • Early prototypes normally evolve through a sketching and structuring iterative process – Sketching is normally based on existing design patterns, unless there is an unusual problem to be addressed or a novel solution with potential added value – Structuring normally follows state transition diagrams principles, which allows clear validation of the underlying user stories
  • 18. Prototyping user stories • Early prototypes normally evolve through a sketching and structuring iterative process
  • 19. Mature paper prototypes • Mature paper prototypes usually let go of the state transition diagram and become fully actionable paper prototypes – Of course, in this case the processor is the person animating the prootype
  • 21. Mature paper prototypes • For demonstration purposes, mature paper prototypes can also be animated using stop motion animation
  • 23. However… • This only makes sense if you have progressed from your idea’s personas into scenarios and user stories – Most likely you have actually address all this in previous activities but under different names or even implicitly • My recommendation is that you reframe what you have under this heading to better start this interaction design process
  • 24. However… • This only makes sense if you have progressed from your idea’s personas into scenarios and user stories – If this is not so clear for you, please bear with me for a little longer
  • 25. Personas • These are base on observation, interviews, research • They can be primary, secondary, etc… • Personas support design decisions – But should not entirely replace real users
  • 27. Scenarios • Scenarios describe the context of the interaction between the personas and the envisioned product or service – These consist of goals, expectations, actions and reactions – They aim to reflect the real context and usage
  • 29. User stories • User stories are written sequences of actions and events leading to an outcome – Good user stories are standalone, short and testable – They bring users, designers and developers together – Users stories are a powerful way to reflect upon user needs
  • 30. User stories • Go more or less like this… – As a <ROLE>, I want to <DO SOMETHING> so that I could <GET SOMETHING> • User stories: – Describe one specific need – Are not to detailed – Are testable
  • 33. Now it’s up to you to make it happen