Mobile Prototyping Essentials
Part II
Rachel Hinman
Senior Research Scientist
Nokia Research Lab
Palo Alto, California USA
Hinman
Our plan for today…
8:30am - Noon
What makes mobile UX different?
Three Design/Mobile UX Exercises:
• Identifying Mobile Needs
• Ideating in the Wild
• Creating a Good Hand
Noon – 1:30pm - LUNCH
1:30pm – 5:30pm
Mobile prototyping essentials
Three Mobile Prototyping Exercises
• Storyboarding
• Translating GUI to NUI
• Creating an In-Screen Prototype
Our plan for today…
8:30am - Noon
What makes mobile UX different?
Three Design/Mobile UX Exercises:
• Identifying Mobile Needs
• Ideating in the Wild
• Creating a Good Hand
Noon – 1pm - LUNCH
1pm – 5pm
Mobile prototyping essentials
Three Mobile Prototyping Exercises
• Storyboarding
• Translating GUI to NUI
• Creating an In-Screen Prototype
The final diamonds are where good
design decisions matter most…
…and where designers new to mobile
have the least domain specific skill
and confidence.
12
Seated in a relatively predictable environment
Large screen enables multi-tasking
Keyboard and a mouse for input
13
Highly variable context and environment
Small screen size and limited text input
UI takes up the entire screen
Difficult to multi-task and easy to get lost
14
Designers new to mobile
A don‟t have the domain
specific skills or heuristics to
lean on.
15
Our plan for today…
Review the four “whys” of mobile prototyping
Identify the two genres of prototyping and
overview of six prototyping methods
Review the key differences between NUI
and GUI interfaces
Overview of animation principles that can be
incorporated into your mobile experiences
Three hands-on activities
21
Our plan for today…
Review the four “whys” of mobile prototyping
Identify the two genres of prototyping and
overview six prototyping methods
Review the key differences between NUI
and GUI interfaces
Overview of animation principles that can be
incorporated into your mobile experiences
Three hands-on activities
22
Our plan for today…
Review the four “whys” of mobile prototyping
Identify the two genres of prototyping and
overview six prototyping methods
Review the key differences between NUI
and GUI interfaces
Overview of animation principles that can be
incorporated into your mobile experiences
Three hands-on activities
23
Our plan for today…
Review the four “whys” of mobile prototyping
Identify the two genres of prototyping and
overview six prototyping methods
Review the key differences between NUI
and GUI interfaces
Overview of animation principles that can be
incorporated into your mobile experiences
Three hands-on activities
24
Our plan for today…
Review the four “whys” of mobile prototyping
Identify the two genres of prototyping and
overview six prototyping methods
Review the key differences between NUI
and GUI interfaces
Overview of animation principles that can be
incorporated into your mobile experiences
Three hands-on activities
25
Experiential Prototyping:
Best suited for design explorations where:
1 You are working on a “broader”
mobile project.
2 Target mobile hardware and software
scope is unknown.
(perhaps being created).
3 The design space is relatively
unchartered.
36
Tactical Prototyping:
Best suited for design explorations where:
1 You are working on a “focused”
mobile project.
2 Target mobile hardware and software
scope is known.
3 The design space is relatively known.
37
Experiential Prototyping:
Best suited for design explorations where:
You are working on a “broader”
1 mobile project.
2 Target mobile hardware and software
scope is unknown.
(perhaps being created).
3 The design space is relatively
unchartered.
Similar to improvisational theater, body storming
involves acting out possible scenarios or use
cases with actors and props. Unlike computer-
based technology that is logic based and only
makes visible the conditions that existed
before, people are
illogical, perceptive, aware, and self-correcting.
Body storming is a technique that helps capture
and harness these messy yet essential aspects
of human behavior and account for them in the
mobile design process.
56
1. Select groups of five to eight
participants in a troupe.
Photo by Christian Crumlish (xian), 2009 on Flickr 57
1. Select groups of five to eight
participants in a troupe.
2. Identify 3-5 experience
scenarios for your troupe to
“perform.”
Examples: Purchasing a cup of
coffee with my iPhone, selecting
which phone to purchase in
a carrier‟s store.
Photo by Christian Crumlish (xian), 2009 on Flickr 58
3. Every player must have a
role; there should be no
“trees” that are just for
background. Use large
cards that label the roles
people are playing.
59
Photo by Christian Crumlish (xian), 2009 on Flickr
4. Props can have
feelings, thoughts, and the
ability to speak. Use
thought-bubble cards to
show what a participant is
thinking versus saying.
Photo by Christian Crumlish (xian), 2009 on Flickr 60
5. Have a narrator or color commentator who
can explain things. The narrator can
pretend the scenario is like television,
using a remote to stop action, rewind,
or fast-forward.
Photo by Christian Crumlish (xian), 2009 on Flickr 61
6. De-brief after each scenario. What did
the group learn? What was surprising?
What seemed important? Capture what
you learned from the exercise and
discuss how you can integrate it into
what happens next.
Photo by Christian Crumlish (xian), 2009 on Flickr 62
Scott Davidoff of CMU
•Few design tools
•High Cost of Failure
•Unpredictable social consequences
Rapidly Exploring Application Design through Speed Dating 67
Speed Dating Prototypes
Builds on three theories:
1 Abundance brings perspective.
Need to cross boundaries to know
2 they exist.
Multiple low-cost engagements with
3 multiple concepts enables a broader
perspective to emerge.
68
Mobile UX Storyboarding
Identify the central idea(s) you are
trying to communicate.
Create a character and identify the key
issues he/she currently faces.
79
Mobile UX Storyboarding
Identify the central idea(s) you are
trying to communicate.
Create a character and identify the key
issues he/she currently faces.
Rough out a basic story.
80
Mobile UX Storyboarding
Identify the central idea(s) you are
trying to communicate.
Create a character and identify the key
issues he/she currently faces.
Rough out a basic story.
Start filling in the cells. Rough out the
complete story, then fill in details.
81
Mobile UX Storyboarding
Identify the central idea(s) you are
trying to communicate.
Create a character and identify the key
issues he/she currently faces.
Rough out the basic story
Start filling in the cells. Rough out the
complete story, then fill in details.
82
Your Design Challenge!
Storyboarding
1 Select one concept you‟d like to explore more
deeply using the storyboarding technique.
Storyboard one scenario using the templates
2 provided.
Remember to identify the key issues the
3 character faces and rough out the complete
story before filling in details.
Concept Videos
Pros Cons
•High Impact •Resource Intensive!!!
•Highly Shareable •Skill Intensive
•Good for High-Level •Cultural Fit
Ideas
•Concept videos don‟t
•Technology still in make bad ideas good.
development
95
Highly variable context and environment
Small screen size and limited text input
UI takes up the entire screen
Difficult to multi-task and easy to get lost
123
Mobile Experiences Unfold
Patterns for how mobile experiences unfold
and progressively reveal their nature
1 The Nested Doll Pattern
2 The Hub and Spoke Pattern
3 The Bento Box Pattern
4 The Filtered View Pattern
129
A
Trick to unfolding =
Information boulders to pebbles
134
Your Design Challenge!
From GUI to NUI
1 Identify an interaction sequence you‟d like to
recreate using NUI principles.
2 Sketch out the interaction using the
templates provided.
3 Identify how you‟d like your mobile
experience to unfold.
135
REMEMBER!
It‟s easy to go crazy and try to do it all.
Instead, focus on applying what we‟ve covered…
Understanding the differences between
graphical and natural user interfaces.
Experimenting with how your mobile experience
can unfold and and progressively reveal its
nature.
Play around with the unfolding patterns that have
been presented… or invent some of your own.
136
Paper In-Screen Prototypes
Following Process documented by Diego Pulidovia
UX Magazine – Paper In-Screen Prototypes
Photos courtesy of Diego Pulido and UX Magazine
139
1. Sketch screen layouts.
140
Photo courtesy of Diego Pulido and UX Magazine
1. Sketch screen layouts.
2. Scan or photograph
the sketches.
141
Photo courtesy of Diego Pulido and UX Magazine
1. Sketch screen layouts.
2. Scan or photograph
the sketches.
3. Making sizing
adjustments to the
files.
142
Photo courtesy of Diego Pulido and UX Magazine
4. Save the resized
images in a file format
supported by the mobile
device. Be mindful of the
sequencing of your
screens and label files
accordingly.
143
Photo courtesy of Diego Pulido and UX Magazine
4. Save the resized
images in a file format
supported by the mobile
device. Be mindful of the
sequencing of your
screens and label files
accordingly.
5. Import the files into the
mobile device‟s photo
gallery.
144
Photo courtesy of Diego Pulido and UX Magazine
4. Save the resized
images in a file format
supported by the mobile
device. Be mindful of the
sequencing of your
screens and label files
accordingly.
5. Import the files into the
mobile device‟s photo
gallery.
6. Click and swipe away.
145
Photo courtesy of Diego Pulido and UX Magazine
Your Design Challenge!
Create an in-screen prototype.
Hang your screen designs on the wall.
Photograph each design.
Transfer photos from the camera to computer
and make any sizing adjustments.
Sync images to your mobile device
and swipe away….
146
Tactical Prototypes
Sketching
In-Screen Mobile Prototypes
Mobile Browser Prototypes
Keynote/Powerpoint Prototypes
Flash Prototype
Platform Specific Prototype
147
Reasons for Prototyping
in Keynote/Powerpoint
It‟s super efficient and fast!
Level of fidelity is high – gives you an end
result that looks and feels like a real app.
Supports *some* gestures and transitions.
It‟s as close as you can get to the real thing
without digging into code.
150
Q:
“I think a lot of web design in the
past five to ten years is actually
Q:
just a reflection of print again.
We‟ve been designing for one
context, which isn‟t much better
than a PDF document.”
~ Bryan Rieger
160
Q: “Our obsession with layout
(carried over from print design)
Q:
keeps us from seizing much
bigger opportunities on mobile.”
~ Luke Wroblewski
161
Q: Suchman‟s theory of mutual
reconfiguration suggests a person‟s
Q:
capacity to act (their agency) is
reconfiguredwhen it comes into contact
with another thing or person -
thathuman action is constantly
constructed and reconstructed
from dynamic interactions with the
material and social worlds.
“Right now many designers end up
focusing a lot of energy on the overlying
Q:
view – the whole template and look and
feel. But the smaller the screen gets, the
Q:
less that stuff matters.
One of the most important things we‟ve
started looking at is writing and working
with APIs rather than designing „pages‟
for one context.”
~Stephanie Rieger
“For so much digital content, there is no
good metaphor to render anymore – the
content is just information, text and
images – so new approaches to
Q:
interaction and visual UI design are
needed.”
~Mike Kruzeniski
“The most profound technologies
Q:
are those that disappear.
Q:
They weave themselves into the
fabric of everyday life until they are
indistinguishable from it.”
~ Mark Weiser
The Computer for the 21st Century
“I like cuddling up in bed with Netflix
Q:
on the iPad instead of sitting in front
of the TV. It‟s more comfortable to
Q:
go to bed with a movie the same
way I used to go to bed with a
book”
~ Norbert
iPad Study Participant
“It‟s almost like my blankie…
Q:
I curl up in bed with it, or on the
couch. I usually have it with
Q:
me, regardless of extenuating
circumstances ”
~ Erin
iPad Study Participant