Prototyping and Usability Testing
Phase of Web Application Development
This presentation will enable you to We will provide you with the most The basis of this presentation is a – We will schematically demonstrate a typical
realize the advantages of introducing the important information, necessary for this compilation of four-year experience as a project and its main phases: contract
prototyping and usability testing phase phase to be introduced: its place in the coder, information architect and project signing (start), TT setting, development,
into the process of web application development process, project roles and coordinator in offshore IT-companies. testing and implementation.
development. key moments of this phase.
filling with content
Mistakes, inconsistencies, incomplete It is quite often that a customer can’t Prototyping phase is aimed at reducing Prototyping makes the talks more
information, communication problems verbalize their requirements using terms, information noise and tampering, finding and meaningful and businesslike, it helps to
create serious difficulties for the clear for the analyst. Setting a TT, which can correcting interpretation errors, providing a verify and visualize the customer’s
developers at early stages. be easily comprehended by the developers TT, identically understood by everyone, thus requirements and implement usability
has proved to be a difficult matter. reducing stress. testing.
presentation for the investors
detecting incompliances with the customer’s and the end-users’ requirements
before beginning the development process
requirements verification 02/11
The appearance of the prototyping and Modern tendencies and approaches in IT- The implementation of innovations and Methodologically prototyping is based on
usability testing phase is due to a search for products marketing, projecting, developing, standards , the active role of end-users, user-centered design (UCD). Usability
opportunities to create additional market implementing and supporting closely which contributes to creating rich shows high return on investment (ROI).
advantages of IT-products. correlate with the prototyping phase. interfaces, will become part of the
Presentations for Potential Investors
Creating Rich User Interfaces
Verification of Information Design and
accessibility innovations approbation at
(WAI, Section 508) minimal cost
web-standards and semantics implementation of industry-standards,
architectural SEO-optimization quality management
working with focus groups increasing the level of clients and users loyalty
requirements verification information architecture practices
requirements visualization system analysis methods
Creating Additional Market Advantages of
the Product, Based on User-Centered
the experience economy) Marketing Solutions Approbation
Prototype – an Accessible
Visualized TT (branding expression)
End-users – Creating Projects for
Members of the Developers Team
Project roles are divided into two teams, customer and the users, all the other The usability-testing specialist uses prototypes All members of the offshore team,
exchanging packages with current results of roles belong to the offshore team. The from the output to organize and conduct controlled and guided by the product
their work. The project manager and the project manager is in treaty with the usability testing which includes the users’ manager, take part in creating interactive
usability-testing specialist work with the customer, and makes presentations of comments and wishes for the input. packages, sent in the output.
Information form the customer and
the end-users, including the
Customer business model, the requirements, Product Manager
Initializes project activity, the wishes and the end-users’
Co-ordinates the project team, tracks
describes business models, experience
the fulfillment of the schedule and the
submits requirements, and resource expenditure.
approves project plans. ut
Business Analyst Information Architect
Creates the technical task, describes Verifies the requirements; creates user
Project Manager and defines the customer scenarios, wireframes, storyboards and
requirements, and the business logics other documentation describing
Is in treaty with the customer, collects of the product under development. information architecture of the product
primary project information, sets under development; does content
resources and timelines, creates analysis; describes metadata.
project plans, and finalizes the input.
Designer Front-End Developer
Conducts usability testing, based on
the input, collects end-users Creates graphic solutions, develops On the basis of the documentation
comments and includes them into the style guides. from the information architect creates
input. interactive prototypes of the
developed product (DHTML, Flash),
finalizes the output.
End-User Ou Back-End Developer
tpu Participates in collecting and
Takes part in usability testing, gives tt describing the requirements and the Acts as a consultant.
comments and shares experiences, business logics, tests the output.
fills in forms, etc.
Interactive prototypes for making
presentations and conducting 04/11
Many people can take up different roles. Before This data is included in the input, From now on the project manager will Prototypes enable holding more
team interaction begins, the project manager together with the first draft of the concentrate on representing the customer, he meaningful and businesslike talks with the
has to collect general information about the project plan, and is sent to the offshore will track the realization of the project and add customers and investors long before
competitors and consumers, besides the team. edit the project plan. versions of the IT-product, suitable for
business models and the budget information. demonstration, are created.
Incom Product Manager
I p in Business Analyst
pank ut g
General information about the project, the business Designer Front-End
model, information about the competitors and Developer QA
consumers, the first draft of the project plan.
The offshore team can be nominally divided The analysts task is to investigate and the business models description, the target Taking this into consideration the
into the analysts team and the designers team. specify all the details more exactly. On audience and the competitors description, the designers team should decide on the
The role of the link between them is performed the basis of the information received resources and the timeline. The resources and concept for this project’s prototype and
by the information architect. and the research the analysts team the time needed for prototyping should be choose the prototyping methods and tools.
should submit a detailed project plan, specified separately.
Analysts Team Designers Team
Product Manager Designer
Information Architect Information Architect
Project plan, description of the target audience
and the competitors, business models, resources
and timeline description
Prototyping methods and tools
After obtaining the approval of the front-end Taking into consideration the budget On the basis of all the available documents the The designer starts working on the style
developer, the information architect suggests and the timeline, the product manager information architect creates wireframes and guide, the front-end developer builds the
his vision of prototyping to the product formulates and documents the storyboards, which describe user interaction first interactive prototype, using the
manager. criterion for prototyping, which will be with the product under development. internal standards and the repository.
used by the team.
Qualitative and Setting the scale and
quantitative the criterion for
characteristics of prototyping Style guide, graphic solutions
Architect Product Manager Information Architect Designer
Criteria for prototyping determines the scale
and the prototyping methods, it’s type and Criterion
Wireframes and storyboards, which describe the
user interaction with the product under Repository
development are based on the available data in
coordination with the chosen criterion and the Interactive prototype of the product under
chosen prototyping tools development, built on the basis of the internal
(information design) (industry) standards and the repository
(frameworks, best practices from the previous
(information design + interaction design)
The offshore team fills the output with the first The usability tester, organizes the usability testing, he controls the success usability-testing specialist is to develop
interactive prototype, suitable to be employed medium and selects participants for rate of performing the tasks, keeps record and document the usability-testing method
as a usability testing object. usability testing. Distributing task-lists of the users’ mood changes and feedback. for a certain project and to add
among the users – participants of During the first stage the main aim of the improvements to this method.
Contains the interactive prototype of the product under development, interacting
with which, end-users can give positive or negative feedback
Designer Reactions, wishes,
O O ac
ut u ke
i n ut
Usability-Testing Specialist method
The description of the
conditions and the
methodology of conducting
usability testing, the
Usability testing environment participants feedback
collecting method, methods of
feedback structuring and
Selected participants interpretation for the offshore
(Persona Method) team.
Documentation, prototyping criterion and the completeness and the iterative phase. The offshore team usability-testing specialist, corrects the
usability testing method discussion and appropriateness of these analyses the usability testing participants prototype, tests it and sends it in the output
authorization are of vital importance. The documents. After the criterion feedback, which has been collected, for another usability testing iteration.
success of prototyping directly depends on and the method have been structured and sent in the input by the
authorized prototyping enters
Translates the information received during the usability
testing process into the language of wireframes and
End-User Usability-Testing Specialist
Create аn interactive prototype
Relying on the interactive prototype based on the wireframes and
conducts usability testing, collects and Tests the prototype before sending storyboars
structures user feedback
The end of the iteration process can be due to The back-end developer, who acts as a The product manager should follow the
three different reasons. The best possible consultant, should make sure that the iteration process and coordinate it in
variant is when the end-users are completely prototyped product can be realized on the order to avoid exceeding the budget and
satisfied with interacting with the prototype. basis of available technologies.
the time limit, set for prototyping.
Complete satisfaction from The prototype can not be The resources and time
interacting with the realized on the basis of limit set for prototyping are
prototype available technologies running out.
End-User Back-End Developer Product Manager
At the end of the iterative development stage the prototype, which
functions as a visualized and verified TT, is directed to the back-
end developers, who employ it in order to create a product, the
beta-version of which can be used as a prototype.
Back-End Developer Back-End developer
Technical task, verified, visualized and Product under development, beta-version
confirmed by the users of which can be used in the process of
iteration as a prototype
Documentation in accordance with internal (industry) standards
Important communication during
Prototyping methods and tools
Prototypes: concept, first draft,
Incoming usual, beta-version of the product
All kinds of documents,
addressed to the offshore
Output Code examples, frameworks, idiomatic solutions, code form previous best
All kind of documents, sent by the prototyping practices
offshore developers team to the
employees representing the Internal
Internal standards, policy, agreements
Documentation in various formats