2014 Paper Prototyping by David Lamas

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2014 Paper Prototyping by David Lamas

  1. 1. Paper Prototyping
  2. 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. 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. 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. 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. 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. 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. 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. 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
  10. 10. Prototypes
  11. 11. Prototypes • The question now should be… – How do we go about it?
  12. 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
  13. 13. Design patterns
  14. 14. Design patterns
  15. 15. Design patterns
  16. 16. Prototyping user stories • Well… you start with your user story and end up with something like this:
  17. 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. 18. Prototyping user stories • Early prototypes normally evolve through a sketching and structuring iterative process
  19. 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
  20. 20. Mature paper prototypes
  21. 21. Mature paper prototypes • For demonstration purposes, mature paper prototypes can also be animated using stop motion animation
  22. 22. However…
  23. 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. 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. 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
  26. 26. Personas
  27. 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
  28. 28. Scenarios
  29. 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. 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
  31. 31. User stories
  32. 32. User stories
  33. 33. Now it’s up to you to make it happen
  34. 34. paperprototypingateia .wordpress.com

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