The document discusses strategies for implementing a mobile learning (mLearning) prototype. It explains that prototypes should be targeted, limited tools that simulate user experience without being fully functional. Prototyping is recommended because it allows managing costs and risks while getting buy-in earlier. Several prototyping options are presented, including using paper, PowerPoint, OmniGraffle, FieldTest, HTML/CSS, or iOS storyboards. Benefits of prototyping mentioned are that it is fast, easy, gets stakeholders involved sooner, and saves money while providing an understanding of look and feel.
3. Before You Start
• Get “mobile smart”
• Business case
• Process
• Metrics of success
• Bonus: a champion
4. What is a prototype?
• Targeted and limited tool
• Simulates user experience
• Not fully functioning
• Developed for a
curated experience
5. Why Prototype?
• Full app dev can get pricey
• Full app dev can take time and can get
bogged down
• Prototyping helps manage cost and risk
• Prototyping helps get buy-in and user
acceptance/usability achieved earlier in the
process
6. What’s in a Prototype?
• Content resonates with
the target audience
• “Low hanging fruit”
• Not proprietary
• Good place to make
mistakes
8. The Basics
• Building Prototypes should be EASY
• Prototypes do not need to be pixel perfect
• Prototype goals need to be clearly spelled out
prior to creation
• Build Prototypes that have an output that
everyone can see
• Functions, features in assets that are
projected for the build - attempt to build them
in the prototype
9. Fidelity vs. Functionality
• Functional Fidelity and Visual Fidelity
• You need to envision the goals for the
prototype
• Choose method and graphic sophistication
based on the goals
• More “Production Ready” = more time
• More graphically rich = more time
• More revisions at this point are less expensive
than later
14. Paper Prototype
Pros
• Inexpensive
• Easy
Cons
• Doesn't really emulate the UX
• Time-consuming to pull off a complicated
design or one with a lot of screens/data
• The design elements/deliverables won’t live
on past the planning stage
17. Powerpoint/Keynote
Pros
• Most people have access to at least one of these
• Many people are very familiar with these programs and
already know how to create basic layouts
• Allows for interactivity and animation
Cons
• The design elements/deliverables won’t live on past
the planning stage
• Output isn’t really “mobile”
• Good UI Stencils are tough to find or need reprep
(try keynotekungfu.com or keynotopia.com)
19. Omnigraffle
Pros
• Great toolset – highly extensible, large community
• Produces fantastic diagrams and high quality output
• Reasonably easy to use for any one familiar with
desktop publishing tools
• Provides an quick prototyping solution by adding
interactivity to wireframes
Cons
• It's a tad expensive
• Mac only
• The design elements/deliverables won’t live on past
the planning stage
21. FieldTest (fieldtestapp.com)
Pros
• Easily add interactivity and animation to mockups
• Easy to distribute to devices
• Web/Cloud based (so it's collaborative)
• Inexpensive (so I’ve been assured)
Cons
• It's still in private beta
• Pricing is as of yet ???
• FieldTest only adds interactivity to existing mockups
(or sketches)--you’ll need to use a different tool to
create the mockups
23. HTML/CSS
Pros
• Inexpensive
• Easy
• Using Webkit-based browsers,
you can emulate mobile devices pretty well
• There are tools popping up now that ease this considerably
(jQuery Mobile, Sencha Touch, etc.)
Cons
• More tech knowledge might be required than simple paper
prototypes
• Unless you’re ultimately targeting mobile web (or using a
framework like PhoneGap), the design/deliverables won’t live
past the planning phase.
25. iOS Storyboard
Pros
• Quickly build an interactive, working (static)
application writing little to no code
• Storyboard will be used through the whole project--
during the development process, code is added to
each view to make it fully functional
Cons
• iOS 5+ only
• Requires a decent understanding of how iOS
applications are structured
26. Why Prototype?
• Prototyping is fast
• Prototyping is easy
• Prototyping gets stakeholders involved sooner
• Prototyping saves money
• Prototyping gives the audience “look and feel”
of mobile learning
• Prototyping is a great evangelistic tool