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Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
Session 4: Prototyping + Guerrilla Usability Testing
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Session 4: Prototyping + Guerrilla Usability Testing

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It’s week 4 and we’re going to dive into the basics of prototyping! And since a good prototype always has a purpose, we’re going to dip our toe into guerrilla usability testing and learn just enough …

It’s week 4 and we’re going to dive into the basics of prototyping! And since a good prototype always has a purpose, we’re going to dip our toe into guerrilla usability testing and learn just enough to understand what we need to prototype.

These are lecture slides for my UX class at the School of Visual Concepts. Check out the course site at http://svc-ux1.leannagingras.com/.

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  • 1. Prototypes + Guerrilla Usability Testing Session 4 - April 24, 2014 School of Visual Concepts - UX1 http://svc-ux1.leannagingras.com
  • 2. Week 1: Introduction, process and interviewing what is UX? what does “doing UX” look like? Week 2: Analysis and storyboards how do we make sense of the bigger picture? Week 3: User-centered design techniques how do we go from good concepts to good designs? Week 4: Prototyping and guerrilla testing how do we communicate and test design? Week 5: Measuring UX how do we measure UX impact and make UX actionable? ** tentative schedule. adjust to taste
  • 3. Agenda ● Discussion: Sketches ● Prototyping ● Guerrilla usability ● Studio: Make a POP prototype
  • 4. Let’s take a look at what we’re working on! Pushup app sketches from Daria Sketch from Colleen’s project (in other window) Joybroto - project screen Anybody else?
  • 5. PROTOTYPING
  • 6. From Bill Buxton’s “Sketching the User Experience”
  • 7. Shit or get off the pot.
  • 8. Sketches and prototypes are both instantiations of the design concept. However they serve different purposes, and therefore are concentrated at different stages of the design process. Sketches dominate the early ideation stages, whereas prototypes are more concentrated at the later stages where things are converging within the design funnel. –Bill Buxton, Sketching User Experiences
  • 9. PROTOTYPES HAVE PURPOSES Working through a design Shared communication Selling your idea internally Usability testing Gauging technical feasibility and value From Protoyping: A Practitioner's Guide
  • 10. WORKING THROUGH A DESIGN
  • 11. Example: 93 Stars
  • 12. From Bill Buxton’s “Sketching the User Experience”
  • 13. Sketch a Move - https://vimeo.com/5125096 CREATE SHARED COMMUNICATION
  • 14. Prototype example: ARMuseum. We used a sliding paper prototype to show how the augmented reality overlay would change as the user panned their phone across the room. We took this approach because it was difficult to communicate this with static images.
  • 15. Example: TMO DR
  • 16. Clay model of an Audi. Industrial designers, architects and engineers build models to align investors and stakeholders before investing in costly builds. SELL YOUR IDEA INTERNALLY
  • 17. Prototype example: TMO Coverage Kiosk
  • 18. USABILITY TESTING Jeff Hawkins tested the PalmPilot’s design with his model, using a chopstick for a stylus. He took pretend notes in meetings, and counted the steps it took to perform common tasks.
  • 19. http://leannagingras.com/prototypes/Videojet/Usability%20Test%20Prototype/Prototype/
  • 20. Pong prototype, 1972. From Wikipedia: “Dabney wanted the game to "boo" and "hiss" when a player lost a round. Alcorn had limited space available for the necessary electronics and was unaware of how to create such sounds with digital circuits. After inspecting the sync generator, he discovered that it could generate different tones and used those for the game's sound effects.[3][7] … The prototype impressed Bushnell and Dabney so much that they felt it could be a profitable product and decided to test its marketability.[3] In September 1972, Bushnell and Alcorn installed the Pong prototype at a local bar, Andy Capp's Tavern.” FEASIBILITY
  • 21. One of ARMuseum’s more ambitious features was to represent popular walking paths through the museum over time. We used this more visually detailed, hi- fi prototype to more clearly communicate our vision and enable brainstorming with tech folks about how we could make it happen.
  • 22. TOOLS There are dozens and dozens out there. Use what fits the job. Here are some very basic and cheap options: ● Paper prototypes ● POP iPhone app ● Balsamiq ● Fluid
  • 23. http://www.cooper.com/journal/2013/07/designers-toolkit-proto-testing-for-prototypes
  • 24. FIDELITY The fidelity should match the degree of finality. Sketchy and unfinished is fast, easy to iterate and invites more discussion and critique. Shown: Balsamiq wireframe
  • 25. ONLY PROTOTYPE WHAT YOU NEED Scenario 3: Find Performance Details for a Particular Printer. Goals ■ Review the way the participant searches for products, and finds specific product performance specifications. ■ Determine if the nomenclature reflects the user’s expectation for the content areas. Possible Paths ■ Path 1: Homepage > Our Solutions > Navigation: Small Character Ink Jet ■ Path 2: Homepage > Our solutions > Printers > Small Character Ink Jet > 1550 Product page Tasks ■ Now we would like to know where you would expect to find performance details. Please show us where to find the maximum line speed for our new small character printer, the Videojet 1550 printer. The pages I built for this prototype was based on what I needed for the usability test:
  • 26. 8 PRINCIPLES OF PROTOTYPING Understand the audience and intent Plan a little—prototype the rest Set expectations You can sketch It's a prototype—not the Mona Lisa If you can't make it, fake it Prototype only what you need Reduce risk—prototype early and often Source: 8 Principles of Prototyping by Todd Zaki Warfel
  • 27. PROTOTYPING POP QUIZ Your R&D team wants to develop a “smart” ball that you can play augmented reality games with, such as Catch or Capture the Flag. How would you prototype for these scenarios? ● You want to make sure that target users such as teenagers or college students like the concept. ● You want to make sure it’s easy to use the iPhone app to program the ball. ● The ball’s hardware team and iPhone’s design/dev team need to collaboratively build the interaction between the two devices. ● You want to convince your company’s C-level executives to fund your project. ● You want to fine-tune the gameplay mechanics before you finalize it and take it to market.
  • 28. GUERRILLA USABILITY
  • 29. VALIDATE EARLY & OFTEN The earlier you start getting feedback about your design, the better. Don’t wait for perfect; get your rough prototypes in front of users ASAP
  • 30. GUERRILLA USABILITY: PLANNING Test goals: ● specific things you want to learn from this ● “do people understand what the camera icon does?” Tasks: ● give them a specific task, don’t just say “try it out” ● word tasks as scenarios - “imagine you need a new ski outfit” ● don’t tell them how to do it - ask them to show you how to do it
  • 31. GUERRILLA USABILITY: EXECUTION TIPS ● usability testing is actually an interview in disguise ● ask them to think aloud and narrate what they’re doing ● “describe what you’re looking at” ● “what did you do there?” ● “what were you expecting to happen?” ● if they click on something that you didn’t build? ask them what they expected
  • 32. 93 STARS GUERRILLA USABILITY TEST Guerrilla usability test of the 93 Stars POP Prototype. This is as informal as it gets - but still informative! TEST GOALS: Do people understand the app concept? Does the app’s design make sense? Does the basic workflow of documenting and rating a new meal make sense? TASK: This is a concept for an app that lets you track your meals. Pretend you’re sitting down to a big meal and show me how you would use it.
  • 33. 93 STARS GUERRILLA TEST VIDEOS https://www.youtube.com/watch?v=tuB0PGCKFZkhttps://www.youtube.com/watch?v=1qUEpKYpvGY
  • 34. 93 STARS GUERRILLA TEST FINDINGS Bill: ● Improve setup: “pretend you’re sitting down to a meal” ● Not clear what the stars represented (“this was pretty good”) ● Trends button looks like a turtle ● Trends screen: Unsure what the different color stars do ● Create clearer confirmation after photo was taken Christina: ● not clear what the camera icon does ● need clearer confirmation after photo is taken ● not clear that this is a healthy eating app (“stars” = “delicious”) ● Trends button looks like a Settings gear icon ● Trends screen is overall confusing, especially with color coding This informal model of guerrilla testing lends itself well to iterative prototyping. It’s relatively straightforward to pick out big problems and use paper, tape and scissors to tweak the prototype before inflicting it on the next participant.
  • 35. Studio: Make a POP prototype Get into groups of 3-4. Pick one of last week’s two app scenarios and build a POP prototype. We’ll share our prototypes and discuss!
  • 36. Timeline Pick a concept (10 minutes) Write a task scenario (5 minutes) Break the scenario down into steps Create rough sketches of screens Start constructing your prototype Start POPping your prototype Present Discuss
  • 37. Homework: Make a prototype Sketch out one key workflow Make a prototype in anything you want: paper, POP, Axure, Balsamiq... Put it in front of some people and get feedback!

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