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Paper Prototyping




IFI7156 Interaction Design Methods
Process

•   Following the design patterns / interface guidelines

•   Creating separate prototype(s) for each
    functionality (user story)

•   Making changes in the user story, if needed

•   Putting the pieces together

•   Taking photos of the process (paper prototyping)

•   Finding missing stories / prototypes
Design patterns,
guidelines & grids
http://developer.yahoo.com/ypatterns/
iOS Human Interface Guidelines
http://developer.android.com/guide/practices/ui_guidelines/
http://lessframework.com
http://960.gs
From user stories to
  paper prototypes
Initial user story
Paper Prototyping
Improved user story
Paper Prototyping
Paper Prototyping
Redesigning existing
    interfaces
Paper Prototyping
Paper Prototyping
Testing paper
 prototypes
Preparation



•   Creating tasks based on the scenarios

•   Creating related interview questions
Designing the right tasks
“Years ago, we helped with a study of Ikea.com, looking at how people found
products on the site.When we got there, they'd already started the testing process
and were using tasks like "Find a bookcase." Interestingly, every participant did
exactly the same thing: they went to the search box and typed "bookcase".
Upon our suggestion, the team made a subtle change to the instructions they were
giving their participants: "You have 200+ books in your fiction collection, currently
in boxes strewn around your living room. Find a way to organize them."
We instantly saw a change in how the participants behaved with the design. Most
clicked through the various categories, looking for some sort of storage solution.
Few used Search, typing in phrases like "Shelves" and "Storage Systems". And,
nobody searched on "bookcase".”
                                                                   (Jared M. Spool)


                                                                                  (Spool, 2005)
What to focus on?

•   Terminology. Do they understand the terms in the
    UI?

•   Navigation. Does the flow match what users
    expect?

•   Content. Does it provide the right level of
    information?

•   Page layout. Is content organized as users expect?

•   Functionality. What additional features are desired?

                                                     (Ginsburg, 2009)
Testing session



•   Test person

•   “Paper computer”

•   Facilitator
References
• Ginsburg, S. (2009). An agile approach to iPhone design: Paper prototyping + user
  testing. http://www.slideshare.net/ginsburgdesign/an-agile-approach-to-iphone-
  design-paper-prototyping-user-testing

• Spool, J.M. (2005). Seven Common Usability Testing Mistakes. http://www.uie.com/
  articles/usability_testing_mistakes/
Hans Põldoja
hans.poldoja@tlu.ee

Interaction Design Methods
http://ifi7156.wordpress.com

Tallinn University
Institute of Informatics

This work is licensed under the Creative Commons Attribution-ShareAlike 3.0
Unported License. To view a copy of this license, visit http://creativecommons.org/
licenses/by-sa/3.0/

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Paper Prototyping

  • 2. Process • Following the design patterns / interface guidelines • Creating separate prototype(s) for each functionality (user story) • Making changes in the user story, if needed • Putting the pieces together • Taking photos of the process (paper prototyping) • Finding missing stories / prototypes
  • 5. iOS Human Interface Guidelines
  • 9. From user stories to paper prototypes
  • 15. Redesigning existing interfaces
  • 19. Preparation • Creating tasks based on the scenarios • Creating related interview questions
  • 20. Designing the right tasks “Years ago, we helped with a study of Ikea.com, looking at how people found products on the site.When we got there, they'd already started the testing process and were using tasks like "Find a bookcase." Interestingly, every participant did exactly the same thing: they went to the search box and typed "bookcase". Upon our suggestion, the team made a subtle change to the instructions they were giving their participants: "You have 200+ books in your fiction collection, currently in boxes strewn around your living room. Find a way to organize them." We instantly saw a change in how the participants behaved with the design. Most clicked through the various categories, looking for some sort of storage solution. Few used Search, typing in phrases like "Shelves" and "Storage Systems". And, nobody searched on "bookcase".” (Jared M. Spool) (Spool, 2005)
  • 21. What to focus on? • Terminology. Do they understand the terms in the UI? • Navigation. Does the flow match what users expect? • Content. Does it provide the right level of information? • Page layout. Is content organized as users expect? • Functionality. What additional features are desired? (Ginsburg, 2009)
  • 22. Testing session • Test person • “Paper computer” • Facilitator
  • 23. References • Ginsburg, S. (2009). An agile approach to iPhone design: Paper prototyping + user testing. http://www.slideshare.net/ginsburgdesign/an-agile-approach-to-iphone- design-paper-prototyping-user-testing • Spool, J.M. (2005). Seven Common Usability Testing Mistakes. http://www.uie.com/ articles/usability_testing_mistakes/
  • 24. Hans Põldoja hans.poldoja@tlu.ee Interaction Design Methods http://ifi7156.wordpress.com Tallinn University Institute of Informatics This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/ licenses/by-sa/3.0/