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Implementing an mLearning
Prototype Strategy
Mobile Design Strategies Stage
mLearnCon 2012
Scott McCormick
scottm@floatlearning.com

cell: 309.838.2168

      twitter: scottfloat
                            Free!
Before You Start

•   Get “mobile smart”

•   Business case

•   Process

•   Metrics of success

•   Bonus: a champion
What is a prototype?
•   Targeted and limited tool

•   Simulates user experience

•   Not fully functioning

•   Developed for a
    curated experience
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
What’s in a Prototype?
•   Content resonates with
    the target audience

•   “Low hanging fruit”

•   Not proprietary

•   Good place to make
    mistakes
Considerations
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
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
Fidelity vs. Effort
Prototyping Options
Daniel Pfeiffer
dpfeiffer@floatlearning.com

      @mediabounds
Paper Prototype
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
uistencils.com


Paper Prototype
Powerpoint/Keynote
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)
OmniGraffle
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
FieldTest
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
HTML/CSS
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.
iOS Storyboard
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
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
Finishing Up
 •   Q&A

 •   Discussion

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Scott mc cormick float mobile learning_prototyping strategy_mlearncon 2012

  • 1. Implementing an mLearning Prototype Strategy Mobile Design Strategies Stage mLearnCon 2012
  • 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
  • 27. Finishing Up • Q&A • Discussion