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Mobile Prototyping Essentials Workshop: Part 2

  1. Mobile Prototyping Essentials Part II Rachel Hinman Senior Research Scientist Nokia Research Lab Palo Alto, California USA Hinman
  2. Our plan for today… 8:30am - Noon What makes mobile UX different? Two Design/Mobile UX Exercises: • Identifying Mobile Needs • Ideating in the Wild Noon – 1pm - LUNCH 1:30pm – 5:30pm Mobile prototyping essentials Three Mobile Prototyping Exercises • Storyboarding • Practice Ruthless Editing/Translating GUI to NUI • Creating an In-Screen Prototype
  3. Q: What makes mobile UX different? Q: 3
  4. A 4
  5. 5 :-( A
  6. A 6
  7. ? 7
  8. 8 8
  9. Bad Decision-Making 9
  10. The final diamonds are where good design decisions matter most… …and where designers new to mobile have the least domain specific skill and confidence. 10
  11. Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input 11
  12. 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 12
  13. Designers new to mobile A don’t have the domain specific skills or heuristics to lean on… 13
  14. …and their instincts are not A tuned to the nuance of mobile. 14
  15. Try starting with instinct and intuition
  16. A Instinctnoun A natural or innate impulse, inclination, or tendency. 16
  17. PC Prototyping is considered a Luxury A 17
  18. A Design involves Instincts 18
  19. Mobile Prototyping is Essential A 19
  20. A Prototyping will help you develop Mobile Instincts 20
  21. A 21
  22. A Design involves Instincts 22
  23. A Prototyping will help you develop Mobile Instincts 23
  24. Our plan for this afternoon… 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 24
  25. Our plan for this afternoon… 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
  26. Our plan for this afternoon… 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 26
  27. Our plan for this afternoon… 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 Three hands-on activities 27
  28. Okay, let’s get started! 28
  29. Prototyping 29
  30. “Whys” of prototyping Improve your design decision-making Communicate an Idea Gather User Feedback Explore the “Unknowns” Fine-tune an Idea 30
  31. Communicating an Idea or Experience YouTube Video 31
  32. Gather User Feedback 32
  33. Explore the Unknowns 33
  34. Fine-Tune an Idea 34
  35. Two Genres 35
  36. Experiential Prototyping 36
  37. Tactical Prototyping 37
  38. 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. 38
  39. 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. 39
  40. Experiential Prototyping 40
  41. 41
  42. 42
  43. Context Matters 43
  44. Context will likely be your blindside 44
  45. Experiential Prototyping will help you understand context 45
  46. Experiential Prototypes Body Storming Storyboarding Speed Dating Prototypes Concept Videos
  47. Experiential Prototypes Body Storming Storyboarding Speed Dating Prototypes Concept Videos
  48. Experiential Prototypes Body Storming Storyboarding Speed Dating Prototypes Concept Videos
  49. Q: “…users are just trying to muddle through situations in their lives. Q: They often act without rationalizing.” ~ Andrew Hinton Interactions 2012
  50. Plans & Situated Action Mutual Reconfiguration
  51. 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.
  52. 54
  53. 55
  54. Bodystorming 57
  55. 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. 58
  56. 1. Select groups of five to eight participants in a troupe. Photo by Christian Crumlish (xian), 2009 on Flickr 59
  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 60
  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. 61 Photo by Christian Crumlish (xian), 2009 on Flickr
  59. 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 62
  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 63
  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 64
  62. Bodystorming will help you capture the emotional tenor of mobile interactions 65
  63. Design in Context 66
  64. Experiential Prototypes Body Storming Storyboarding Speed Dating Prototypes Concept Videos
  65. Storyboarding 68
  66. Why Storyboard? 69
  67. 1. In mobile, Context Matters 70
  68. Even in situations in which a spirit of exploration and freedom exist, where faculty are“Hey, I’ve got this work beyond physical free to experiment to great idea …” and social constraints, our cognitive habits often get in the way. Marshall McLuhan called it “the rear-view mirror effect,” noting that “We see the world through a rear-view mirror. We march backwards into the future.” 2. Qualify ideas
  69. 72
  70. 73
  71. Mobile UX Storyboarding Identify the central idea(s) you are trying to communicate. 74
  72. 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. 75
  73. 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. 76
  74. 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. 77
  75. 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. 78
  76. 79
  77. 80
  78. Select a concept… 81
  79. 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.
  80. 30Minutes
  81. Experiential Prototypes Body Storming Storyboarding Speed Dating Prototypes Concept Videos
  82. Speed Dating Prototypes Illustration courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 88
  83. Scott Davidoff of CMU •Few design tools •High Cost of Failure •Unpredictable social consequences Rapidly Exploring Application Design through Speed Dating 89
  84. Experiential Prototypes Body Storming Storyboarding Speed Dating Prototypes Concept Videos
  85. 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. 91
  86. Step One Identify most promising concepts 92
  87. Step Two Create storyboards that depict each concept Illustration courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 93
  88. Step Three Present storyboards to users & gather feedback 94
  89. Step Four Create prototypes Photo courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 95
  90. Step Five Conduct user enactments with prototypes Photo courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 96
  91. Speed Dating Prototypes are especially well-suited for gathering user impressions of a new-to-the-world experience 97
  92. Tactical Prototyping
  93. Tactical Prototypes Sketching/Paper Prototyping In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specific Prototype 99
  94. Tactical Prototypes Sketching/Paper Prototyping In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specific Prototype 100
  95. Already talked about…. Great mobile UIs speak their power 101
  96. Already talked about…. Edit!!! 102
  97. Already talked about…. Ruthless Editing 103
  98. Already talked about…. A 104
  99. A Brave NUI World 105
  100. 106
  101. Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input 107
  102. We’re reaching the edges of what GUI can do 108
  103. Most mobile smartphones have touchscreens with Natural User Interfaces 109
  104. GUIs Become Brittle on a Mobile Device 110
  105. 113
  106. Eight Principles of NUIs 1. Principle of Performance Aesthetics 2. Principle of Direct Manipulation 3. Principle of Scaffolding 4. Principle of Contextual Environments 5. Principle of Super Real 6. Principle of Social Interaction 7. Principle of Spatial Representation 8. Principle of Seamlessness
  107. 1. Principle of Performance Aesthetics NUI experiences should be like an ocean voyage, the pleasure comes from the interaction, not the accomplishment. Example: Part instrument, part composition and part artwork, the iPhone application Bloom enables users to create elaborate patterns and unique melodies by simply tapping on the screen 115
  108. 2. Principle of Direct Manipulation Touch screens and gestural interaction functionality enable users to feel like they are physically touching and manipulating information with their fingertips. Example: The scrolling gesture is an example of the Principle of Direct manipulation 116
  109. 3. Principle of Scaffolding Scaffolding is strong cue or guide that sets a user’s expectation by giving them an indication of how the interaction will unfold. Example: The graphics that surround objects as the are placed on a Surface Table are an example of scaffolding. 117
  110. 4. Principle of Contextual Environments Unlike GUIs that will present a user with the same set of options regardless of the context it is in, NUIs are responsive to the environment and suggests what the next interaction should be. Example: Most mobile devices can locate themselves in time and space, and present interfaces that adapt to the orientation of the device. 118
  111. 5. Principle of the Super Real Unlike GUIs that contains information in a cascading series of windows that resemble sheets of paper, successful NUIs extend objects in a logical way into the world of magic. Example: Gestures like “pinch/zoom” are a logical extension into the world of magic 119
  112. 6. Principle of Social Interaction Unlike GUI laptops that are optimized for individual use, systems with larger NUI formats like the Microsoft Surface Table or tablets, like the iPad, lend themselves to social computing experiences. Example: Matt Jones of BERG Design Consultancy created an UI iPad sketch that explores the passable and sharable nature of the iPad as an object 120
  113. 7. Principle of Spatial Representation Unlike GUI systems, where an icon serves as visual representation of information, NUIs represent information as objects. Example: NUI objects have auras, like attraction affordances pictured in this Surface Table application. 121
  114. 8. Principle of Seamlessness Touchscreens, sensors embedded in hardware, and the use of gestural UIs allow NUI interactions to feel seamless for users because interactions are direct. There are fewer barriers between the user and information. Example: Coverflow UI on the iPhone is a seamless way to navigate content 122
  115. GUI/NUI Chasm 123
  116. Q: Q:
  117. Key differences between NUI and GUI 125
  118. Defining Attributes of GUIs… 126
  119. GUI Mental Model = Computer as tool 127
  120. GUI = Recognition “What you see is what you get” 128
  121. GUI = Metaphorics, containment and place 129
  122. GUIs = Heavy Chrome, Icons & Buttons 130
  123. Defining Attributes of NUIs… 131
  124. NUI Mental Model = Computer as media 132
  125. NUI = Intuition “What you do is what you get” 133
  126. NUI = Fluid, Unmediated, and Organic 134
  127. NUIs = Content is the Star 135
  128. GUI = Experiences are anchored 136
  129. NUI = Experiences Unfold 137
  130. NUIs Unfold Like a Game 138
  131. NUIs Can Feel Anchor-less 139
  132. 140
  133. 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 141
  134. Nested Doll Pattern 142
  135. Hub and Spoke Pattern 143
  136. Bento Box Pattern 144
  137. Filtered View Pattern 145
  138. 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. 146
  139. 147
  140. 148
  141. 149
  142. 150
  143. 151
  144. 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. 152
  145. GUI to NUI Translation Focus on.... Boulder to Pebbles - Create UIs that speak their power with Ruthless Editing! NUI characteristics: • Computer as Media • What you DO is what you get • Content is the interface • Unfolding NUI Unfolding Patterns • Nested Doll • Hub and Spoke • Bento Box • Filtered View
  146. 30 Minutes
  147. Paper In-Screen Prototypes Following Process documented by Diego Pulidovia UX Magazine – Paper In-Screen Prototypes Photos courtesy of Diego Pulido and UX Magazine 155
  148. 1. Sketch screen layouts. 156 Photo courtesy of Diego Pulido and UX Magazine
  149. 1. Sketch screen layouts. 2. Scan or photograph the sketches. 157 Photo courtesy of Diego Pulido and UX Magazine
  150. 1. Sketch screen layouts. 2. Scan or photograph the sketches. 3. Making sizing adjustments to the files. 158 Photo courtesy of Diego Pulido and UX Magazine
  151. 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. 159 Photo courtesy of Diego Pulido and UX Magazine
  152. 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. 160 Photo courtesy of Diego Pulido and UX Magazine
  153. 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. 161 Photo courtesy of Diego Pulido and UX Magazine
  154. 5-10 Minutes
  155. Q: Now you can really start to have Q: some fun!
  156. • Gesture • Sound/Voice • Image/Video • GPS • Animation • Facial Recognition • Sensors
  157. Q: What revisions can Q: you make now?
  158. Design Challenge! From GUI to NUI Modifications 1 Now that your concept is on the device, what new interactions does the device inspire? Modify your existing interaction sequence 2 with at least one NUI-inspired interaction Create a new in-screen prototype using the 3 new NUI-inspired interaction 168
  159. 20 Minutes
  160. 3 Key Learnings 170
  161. 1. Sketching Rocks! 171
  162. 2. Get into the NUI Paradigm to design for it
  163. 3. Get your work on a device as quickly as you can 173 Photo courtesy of Diego Pulido and UX Magazine
  164. 3. GET YOUR WORK ON A DEVICE AS QUICKLY AS YOU CAN 174 Photo courtesy of Diego Pulido and UX Magazine
  165. 175
  166. 176
  167. 177
  168. supermodel
  169. Use the medium you’re designing for
  170. Making it pretty…
  171. 181
  172. Tactical Prototypes Sketching In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specific Prototype 182
  173. Keynote/Powerpoint Prototypes 183
  174. 184
  175. 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. 185
  176. http://keynotopia.com/ 186
  177. Even in situations in which a spirit of exploration and freedom exist, where faculty are free to experiment to workIn closing…. beyond physical and social constraints, our cognitive habits often get in the way. Marshall McLuhan called it “the rear-view mirror effect,” noting that “We see the world through a rear-view mirror. We march backwards into the future.”
  178. Fidelity 188
  179. Failure 189
  180. Prototyping is not a Panacea 190
  181. Mobile presents an opportunity to invent new ways for users to interact with information. 191
  182. Great Mobile Experiences: 1 are uniquely mobile 2 are sympathetic to context 3 speak their power 3
  183. Q: Q:
  184. PC Prototyping is considered a Luxury A
  185. Mobile Prototyping is Essential A
  186. A Prototyping will help you develop Mobile Instincts 196
  187. Thank you! Email: rachelhinman@gmail.com
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