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Prototypes, Prototypes and
Prototypes


Shane Morris
Automatic Studio
Prototypes

  Validate the concept
    In concrete terms
  Try out ideas
    At low risk
  Identify issues
    Before it’s too late
  Sell the vision
    To stakeholders and investors
  Bring the team together
    With a common vision
Who am I?
               101 Things I (Should Have) Learned
               in Interaction Design School




  ixd101.com
Frank Lloyd Wright

“AN ARCHITECT'S MOST USEFUL
TOOLS ARE AN ERASER AT THE
DRAFTING BOARD, AND A
WRECKING BAR AT THE SITE.”
Mistakes will happen




http://all-funny.info/architecture-faill
Like buildings, applications break at the joins


                          It’s the journey between
                          pages or screens, not the
                          pages and screens
                          themselves, that can cause
                          the most problems for users.
                          Plus - problems with the
                          journey are the most
                          expensive problems to fix.
                          Design the journey between
                          states first, before designing
                          the states.
ixd101.com
What we need to do is…
  Identify potential problems early
  Troubleshoot risky areas in advance
  Get everyone headed in the same direction
  Understand how new features relate to existing
  features
  Reassure stakeholders about what they are
  getting for their money
  Clearly communicate what needs to be built
  Clearly communicate what it will be like to use
Design with models




101 Things I Learned in Architecture School, Matthew Frederick
In User Experience,
Prototyping is a way of life

To find the right
user experience,                 Research
we need to
prototype and test

                      Evaluate              Design
Unlike our
engineering
friends
                                  Build
UX prototypes started as static mockups

Static pages
   Paper Prototypes
   Wireframes

Allowed for
   Collaborative
   design
   Rapid exploration         Jensen Harris, Microsoft
   Usability testing
…then along came Rich Internet Applications

Focus on transitions
Less navigating to
features and content
More summoning
features and content


More design effort
                             Jensen Harris, Microsoft
and exploration
Architectural plans express the function,
but not the experience
Rebeca Cotera
http://rebes.info/resources/dch+composite+1.jpg




                                                                   Gehry Partners, LLP
                http://www.abc.net.au/rn/bydesign/galleries/2010/3086582/image3.htm
Dynamic UI’s – the Challenge
How to support the conceptual design phase?
   – Rapid exploration
   – More experiential
      • not just optimal arrangement of features and selection of widgets.


How to document the behaviour of rich interactions?
   – Easy to document the states
   – Harder to document the transitions
          –   Expanding/Collapsing
          –   Opening/Closing
          –   Appearing/Disappearing
          –   Animating
Documenting Transitions - Options
Technique                   Pros                   Cons
Annotations                 No new tools           Not expressive enough

Excruciating Textual Detail No new tools           Hard work
                                                   Hard to understand
                                                   Hard to show timing
Storyboards                 Easy to understand     Hard work
                                                   Series of single paths
                                                   Hard to show timing
Screenflow Diagrams         No new tools           Hard work
                                                   Fragile
                                                   Hard to show timing
Animatics                   Compelling             New tools and skills
                            Easy to understand     Series of single paths
Interactive Prototypes      Model multiple paths   New tools and skills
                            Easy to understand
                            Other uses
The return of
prototyping
Prototyping Problems – olden days
► Required specific skills
► Too much implementation detail     Emotional and financial
► Wasn’t agile enough                investment
                                     means
► Everything interpreted through
                                     Hard to iterate
  the prototyper’s eyes
► Throw-away

► Some of these problems are resolved today
Prototypes I have
known…
Observer’s guide to prototypes

           STATIC                                      INTERACTIVE

LOW
           Activity Scenarios
FIDELITY

           Sketches              Paper prototypes      Wizard of Oz

           Storyboards

                                                          Untreated
           Wireframes           Clickable wireframes
                                                         interactive

           Comps

HIGH                                                        Treated
                                     Animatics
FIDELITY                                                 interactive
Why prototype?
Why Prototype?

 Validate the concept
   In concrete terms
 Try out ideas
   At low risk
 Identify issues
   Before it’s too late
 Sell the vision
   To stakeholders and investors
 Bring the team together
   With a common vision
Why Prototype?

 Validate the concept
   In concrete terms
 Try out ideas
   At low risk
 Identify issues
   Before it’s too late
 Sell the vision
   To stakeholders and investors
 Bring the team together
   With a common vision
Validate the Concept
Paper Prototyping

 Pros
   No technical skill required
   Not intimidating
   Clearly unfinished
   Necessarily high-level
   Low investment

 Cons
   Become unwieldy with lots of
   content
   Awkward to show subtle
   interactions
   Not as portable
Validate the Concept
Why Prototype?

 Validate the concept
   In concrete terms
 Try out ideas
   At low risk
 Identify issues
   Before it’s too late
 Sell the vision
   To stakeholders and investors
 Bring the team together
   With a common vision
Try Out Ideas

  Sketches
    Explore multiple
    options quickly
    Don’t obsess about fit
    and finish
    Low emotional
    investment
Try Out Ideas
Try Out Ideas




                27
Why Prototype?

 Validate the concept
   In concrete terms
 Try out ideas
   At low risk
 Identify issues
   Before it’s too late
 Sell the vision
   To stakeholders and investors
 Bring the team together
   With a common vision
Identify issues

  Interactive prototypes
     Allow us to assess the
     flow and feel of the
     application, long before
     production code
Why Prototype?

 Validate the concept
   In concrete terms
 Try out ideas
   At low risk
 Identify issues
   Before it’s too late
 Sell the vision
   To stakeholders and investors
 Bring the team together
   With a common vision
Sell the vision
Sell the vision

                  ►Storyboard
                    Map the intended
                    experience to early
                    screen concepts
Sell the vision




http://www.speakflow.com/View.aspx?PresentationID=c0ae95d3-050d-4076-b9d7-
8fcf1a0490f0&mode=presentLocally
Sell the vision
Why Prototype?

 Validate the concept
   In concrete terms
 Try out ideas
   At low risk
 Identify issues
   Before it’s too late
 Sell the vision
   To stakeholders and investors
 Bring the team together
   With a common vision
Bring the team together
►Wireframes
  – map out the allocation of
    content and controls to the
    pages/screens…
Bring the team together

Wireframes show:
     Flow of application
     Allocation of content and
     functions to pages/screens
     Controls and how they work
     Labels and titles
Wireframes do not focus on
     Actual content
     Precise sizes
     Visual design
     Behaviour and transitions
Bring the Team Together
Observer’s guide to prototypes

           STATIC                                      INTERACTIVE

LOW
           Activity Scenarios
FIDELITY

           Sketches              Paper prototypes      Wizard of Oz

           Storyboards

                                                          Untreated
           Wireframes           Clickable wireframes
                                                         interactive

           Comps

HIGH                                                        Treated
                                     Animatics
FIDELITY                                                 interactive
Good prototypes
Attributes of good prototypes…











Put the Reader in the User’s Shoes
Have an appropriate level of investment




                                ixd101.com
Are changeable and can evolve
Accessible
Accessible
                           Design Wall           Whiteboard
    High traffic pathway




                               Interaction Design
                                    Team (3)
     Architecture and
     technical Teams


                                 R equirements
                                     Teams
Communicate the right level of detail




                               ixd101.com
Attributes of good prototypes…











Observer’s guide to prototypes

           STATIC                                      INTERACTIVE

LOW
           Activity Scenarios
FIDELITY

           Sketches              Paper prototypes      Wizard of Oz

           Storyboards

                                                          Untreated
           Wireframes           Clickable wireframes
                                                         interactive

           Comps

HIGH                                                        Treated
                                     Animatics
FIDELITY                                                 interactive
Prototypes

  Validate the concept
    In concrete terms
  Try out ideas
    At low risk
  Identify issues
    Before it’s too late
  Sell the vision
    To stakeholders and investors
  Bring the team together
    With a common vision
Design Thinking


Inspiration          Ideation            Implementation




      Research for
                                                Visualisation
      inspiration,       Build to
                                                to sell, and
      not                think
                                                control
      validation




                                    ►Tim Brown, IDEO
The only thing more
expensive than
writing software is
writing bad software
Alan Cooper




http://www.uxquotes.com/author/alan-cooper/prototype-before-you-code/
Thank You
shane@automaticstudio.com.au
@shanemo
Follow us on
use            hash tag

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Prototypes, Prototypes, Prototypes

  • 2. Prototypes Validate the concept In concrete terms Try out ideas At low risk Identify issues Before it’s too late Sell the vision To stakeholders and investors Bring the team together With a common vision
  • 3. Who am I? 101 Things I (Should Have) Learned in Interaction Design School ixd101.com
  • 4. Frank Lloyd Wright “AN ARCHITECT'S MOST USEFUL TOOLS ARE AN ERASER AT THE DRAFTING BOARD, AND A WRECKING BAR AT THE SITE.”
  • 6. Like buildings, applications break at the joins It’s the journey between pages or screens, not the pages and screens themselves, that can cause the most problems for users. Plus - problems with the journey are the most expensive problems to fix. Design the journey between states first, before designing the states. ixd101.com
  • 7. What we need to do is… Identify potential problems early Troubleshoot risky areas in advance Get everyone headed in the same direction Understand how new features relate to existing features Reassure stakeholders about what they are getting for their money Clearly communicate what needs to be built Clearly communicate what it will be like to use
  • 8. Design with models 101 Things I Learned in Architecture School, Matthew Frederick
  • 9. In User Experience, Prototyping is a way of life To find the right user experience, Research we need to prototype and test Evaluate Design Unlike our engineering friends Build
  • 10. UX prototypes started as static mockups Static pages Paper Prototypes Wireframes Allowed for Collaborative design Rapid exploration Jensen Harris, Microsoft Usability testing
  • 11. …then along came Rich Internet Applications Focus on transitions Less navigating to features and content More summoning features and content More design effort Jensen Harris, Microsoft and exploration
  • 12. Architectural plans express the function, but not the experience Rebeca Cotera http://rebes.info/resources/dch+composite+1.jpg Gehry Partners, LLP http://www.abc.net.au/rn/bydesign/galleries/2010/3086582/image3.htm
  • 13. Dynamic UI’s – the Challenge How to support the conceptual design phase? – Rapid exploration – More experiential • not just optimal arrangement of features and selection of widgets. How to document the behaviour of rich interactions? – Easy to document the states – Harder to document the transitions – Expanding/Collapsing – Opening/Closing – Appearing/Disappearing – Animating
  • 14. Documenting Transitions - Options Technique Pros Cons Annotations No new tools Not expressive enough Excruciating Textual Detail No new tools Hard work Hard to understand Hard to show timing Storyboards Easy to understand Hard work Series of single paths Hard to show timing Screenflow Diagrams No new tools Hard work Fragile Hard to show timing Animatics Compelling New tools and skills Easy to understand Series of single paths Interactive Prototypes Model multiple paths New tools and skills Easy to understand Other uses
  • 16. Prototyping Problems – olden days ► Required specific skills ► Too much implementation detail Emotional and financial ► Wasn’t agile enough investment means ► Everything interpreted through Hard to iterate the prototyper’s eyes ► Throw-away ► Some of these problems are resolved today
  • 18. Observer’s guide to prototypes STATIC INTERACTIVE LOW Activity Scenarios FIDELITY Sketches Paper prototypes Wizard of Oz Storyboards Untreated Wireframes Clickable wireframes interactive Comps HIGH Treated Animatics FIDELITY interactive
  • 20. Why Prototype? Validate the concept In concrete terms Try out ideas At low risk Identify issues Before it’s too late Sell the vision To stakeholders and investors Bring the team together With a common vision
  • 21. Why Prototype? Validate the concept In concrete terms Try out ideas At low risk Identify issues Before it’s too late Sell the vision To stakeholders and investors Bring the team together With a common vision
  • 22. Validate the Concept Paper Prototyping Pros No technical skill required Not intimidating Clearly unfinished Necessarily high-level Low investment Cons Become unwieldy with lots of content Awkward to show subtle interactions Not as portable
  • 24. Why Prototype? Validate the concept In concrete terms Try out ideas At low risk Identify issues Before it’s too late Sell the vision To stakeholders and investors Bring the team together With a common vision
  • 25. Try Out Ideas Sketches Explore multiple options quickly Don’t obsess about fit and finish Low emotional investment
  • 28. Why Prototype? Validate the concept In concrete terms Try out ideas At low risk Identify issues Before it’s too late Sell the vision To stakeholders and investors Bring the team together With a common vision
  • 29. Identify issues Interactive prototypes Allow us to assess the flow and feel of the application, long before production code
  • 30. Why Prototype? Validate the concept In concrete terms Try out ideas At low risk Identify issues Before it’s too late Sell the vision To stakeholders and investors Bring the team together With a common vision
  • 32. Sell the vision ►Storyboard Map the intended experience to early screen concepts
  • 35. Why Prototype? Validate the concept In concrete terms Try out ideas At low risk Identify issues Before it’s too late Sell the vision To stakeholders and investors Bring the team together With a common vision
  • 36. Bring the team together ►Wireframes – map out the allocation of content and controls to the pages/screens…
  • 37. Bring the team together Wireframes show: Flow of application Allocation of content and functions to pages/screens Controls and how they work Labels and titles Wireframes do not focus on Actual content Precise sizes Visual design Behaviour and transitions
  • 38. Bring the Team Together
  • 39. Observer’s guide to prototypes STATIC INTERACTIVE LOW Activity Scenarios FIDELITY Sketches Paper prototypes Wizard of Oz Storyboards Untreated Wireframes Clickable wireframes interactive Comps HIGH Treated Animatics FIDELITY interactive
  • 41. Attributes of good prototypes…     
  • 42. Put the Reader in the User’s Shoes
  • 43. Have an appropriate level of investment ixd101.com
  • 44. Are changeable and can evolve
  • 46. Accessible Design Wall Whiteboard High traffic pathway Interaction Design Team (3) Architecture and technical Teams R equirements Teams
  • 47. Communicate the right level of detail ixd101.com
  • 48. Attributes of good prototypes…     
  • 49. Observer’s guide to prototypes STATIC INTERACTIVE LOW Activity Scenarios FIDELITY Sketches Paper prototypes Wizard of Oz Storyboards Untreated Wireframes Clickable wireframes interactive Comps HIGH Treated Animatics FIDELITY interactive
  • 50. Prototypes Validate the concept In concrete terms Try out ideas At low risk Identify issues Before it’s too late Sell the vision To stakeholders and investors Bring the team together With a common vision
  • 51. Design Thinking Inspiration Ideation Implementation Research for Visualisation inspiration, Build to to sell, and not think control validation ►Tim Brown, IDEO
  • 52. The only thing more expensive than writing software is writing bad software Alan Cooper http://www.uxquotes.com/author/alan-cooper/prototype-before-you-code/
  • 54. Follow us on use hash tag

Editor's Notes

  • #5: Mistakes will be made
  • #6: The ones on the right are cheaper and easier to fix
  • #7: Inspired by a suggestion from Dave Malouf (http://davemalouf.com/).
  • #9: Exactly applies
  • #12: XXX pic of a RIA
  • #13: Like a site map, or a screen flow
  • #14: Documenting transitions is easier with a traditional web site.There is only one transition, from one full-screen web page to another
  • #17: In the pastMany tools existAxureiRiseBalsamiqHypercardProduction toolsFlashHybridsCatalyst?Expression BlendCheck list by @tuna
  • #18: Or, what do I mean by prototyping
  • #20: To recap
  • #23: XXX one of my paper prototypes
  • #24: Also did Formal TestingRecruit people who matched our personsMade sure we recreated the physical setup of a typical sessionSound booths HardwareTypically a developer role-played the recipientInsight: Can’t hear at certain points of the sessionInvaluable to experience that first hand
  • #28: While we’re talking about really low fidelity prototypes
  • #29: 6minsProject a few years ago… Asked how does the system work… Tech guys said look at data model… BAs said read the phonebook, its already been past the business and signed off! I visited some business users to find out how they thought the system workedDrew some sketches, took them to the BAs and they didn’t recognise themWe had a problem
  • #38: Earlier communication, before treatment
  • #40: Different prototypes serve those purposes in different ways at different stages of the project.
  • #44: Means you have to give up control, and show your work early.
  • #45: Advantage of SketchFlow
  • #46: Prototyping works well with agile methodologiesHeavy UX specs are inefficient, always behind the game, unusable and get the team focused on the wrong stuff
  • #47: One answer to the fence is the wallCo-location - a lot of designers don't like it.Arrogant snobbery?Laziness?A need for a more creative space, man
  • #52: Prototype to explore, control and sellPrototypes throughout the lifecycle