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?
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
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
Seated in a relatively predictable environment
Large screen enables multi-tasking
Keyboard and a mouse for input
11
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
Designers new to mobile
A don’t have the domain
specific skills or heuristics to
lean on…
13
A
Prototyping
will help you develop
Mobile Instincts
23
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
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
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
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
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
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
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.
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
1. Select groups of five to eight
participants in a troupe.
Photo by Christian Crumlish (xian), 2009 on Flickr 59
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
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
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
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
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
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
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
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
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
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
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.
Scott Davidoff of CMU
•Few design tools
•High Cost of Failure
•Unpredictable social consequences
Rapidly Exploring Application Design through Speed Dating 89
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
Step Two
Create storyboards that
depict each concept
Illustration courtesy of Scott Davidoff
Rapidly Exploring Application Design through Speed Dating 93
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
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
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
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
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
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
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
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
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
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
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
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
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
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
1. Sketch screen layouts.
156
Photo courtesy of Diego Pulido and UX Magazine
1. Sketch screen layouts.
2. Scan or photograph
the sketches.
157
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.
158
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.
159
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.
160
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.
161
Photo courtesy of Diego Pulido and UX Magazine
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
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
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.”