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Paper Prototyping

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Lecture slides from the Interaction Design Methods course, 6 April 2013, Tallinn University.

Lecture slides from the Interaction Design Methods course, 6 April 2013, Tallinn University.

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  • 1. Paper PrototypingIFI7156 Interaction Design Methods
  • 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
  • 3. Design patterns,guidelines & grids
  • 4. http://developer.yahoo.com/ypatterns/
  • 5. iOS Human Interface Guidelines
  • 6. http://developer.android.com/guide/practices/ui_guidelines/
  • 7. http://lessframework.com
  • 8. http://960.gs
  • 9. From user stories to paper prototypes
  • 10. Initial user story
  • 11. Improved user story
  • 12. Redesigning existing interfaces
  • 13. Testing paper prototypes
  • 14. Preparation• Creating tasks based on the scenarios• Creating related interview questions
  • 15. Designing the right tasks“Years ago, we helped with a study of Ikea.com, looking at how people foundproducts on the site.When we got there, theyd already started the testing processand were using tasks like "Find a bookcase." Interestingly, every participant didexactly 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 weregiving their participants: "You have 200+ books in your fiction collection, currentlyin 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. Mostclicked 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)
  • 16. 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)
  • 17. Testing session• Test person• “Paper computer”• Facilitator
  • 18. 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/
  • 19. Hans Põldojahans.poldoja@tlu.eeInteraction Design Methodshttp://ifi7156.wordpress.comTallinn UniversityInstitute of InformaticsThis work is licensed under the Creative Commons Attribution-ShareAlike 3.0Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/