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User interface prototyping techniques


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Lecture slides in Interface and Interaction Design course in Tallinn University, 9 March 2011.

Published in: Design
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User interface prototyping techniques

  1. 1. User interface prototyping techniquesHans Põldoja
  2. 2. cbaThis work is licensed under the Creative CommonsAttribution-ShareAlike 3.0 Estonia License. To view a copy ofthis license, visit or send a letter to Creative Commons, 171 Second Street,Suite 300, San Francisco, California, 94105, USA.
  3. 3. 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
  4. 4. Design patterns,guidelines & grids
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  9. 9. From user stories to paper prototypes
  10. 10. Initial user story
  11. 11. Improved user story
  12. 12. Redesigning existing interfaces
  13. 13. Testing paper prototypes
  14. 14. Preparation• Creating tasks based on the scenarios• Creating related interview questions
  15. 15. Designing the right tasks“Years ago, we helped with a study of, 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. 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. 17. Testing session• Test person• “Paper computer”• Facilitator
  18. 18. Prototyping software
  19. 19. Balsamiq Mockups
  20. 20. OmniGraffle
  21. 21. OmniGraffle
  22. 22. OmniGraffle
  23. 23. References• Ginsburg, S. (2009). An agile approach to iPhone design: Paper prototyping + user testing. iphone-design-paper-prototyping-user-testing• Spool, J.M. (2005). Seven Common Usability Testing Mistakes. http://
  24. 24. Thank You!••