Good design teams prototype, and they prototype often. This presentation takes a close look at prototyping techniques and provides a framework for assessing the needs of a given team or project. - Presented at the Twin Cities UX Meetup event February 6, 2018 by Lyle Kantrovich
306MTAMount UCLA University Bachelor's Diploma in Social Media
Prototyping: 4 Strategic Factors for Design Teams
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February 5, 2018
PROTOTYPING:
4 Strategic Factors for Design Teams
Lyle Kantrovich
Vivid Mojo
@Lkantrov
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February 5, 2018
Who here…
• Regularly creates prototypes
• Regularly tests prototypes
• Regularly provides feedback on prototypes
• Has a standard prototyping tool
?
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The Road Ahead
• Think differently about how you create prototypes
• Reconsider how you use prototypes
• Improve your organization’s prototyping maturity
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What is a Prototype?
• An early sample, model, or release of a product built to
test a concept or process or to act as a thing to be
replicated or learned from.
– Wikipedia (2016)
• A first or early example that is used as a model for what
comes later
– Merriam Webster
• A first, typical or preliminary model of something,
especially a machine, from which other forms are
developed or copied.
– Oxford Dictionary
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What is a Model?
• A three-dimensional representation of a person or
thing or of a proposed structure, typically on a
smaller scale than the original.
– Oxford Dictionary
• A usually miniature representation of something; a
pattern of something to be made; or a set of ideas
and numbers that describe the past, present, or
future state of something (such as an economy or a
business)
– Merriam Webster
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What is a Simulation?
• The production of a computer model of something,
especially for the purpose of study
– Oxford Dictionary
• Something that is made to look, feel, or behave like
something else especially so that it can be studied
or used to train people
– Merriam Webster
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Converging Concepts
Related Terms:
• Mockup
• Wireframe
• Sketch
• Beta
• Demo
Model
Simulation
Prototype
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My Imperfect Prototype Definition:
A representation of a design idea
to help communicate, explore,
test or study future possibilities.
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Serious Play – by Michael Schrage
Many case studies on
prototyping, simulations,
modeling…from clay to foam
to Excel
Discusses prototyping cultures
and relationship to
innovation.
Harvard Business School
Press, 1999
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Prototypes Create Value Through
Conversations & Interactions.
• Users interacting with them
• Clients discussing them
• Stakeholders discussing
tradeoffs / needs / use cases
• Team members discussing
materials, build-ability,
maintainability, etc.
Source: Flavio Nazario
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Types of Prototypes: Physical
Apple Macintosh LC
Prototype (1989) – Foam
Philips AirFloss Prototype
Source: Philips CommunicationsSource: jimabeles
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The Link Trainer (1929)
Source: pasukaru76
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13. The question isn’t what kind of
prototypes should we build, but…
What kind of conversations &
interactions do we want to inspire?
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The User-Centered Design Process
Plan the Design
Process
Understand & Specify
Context of Use
Specify User
Requirements
Produce Design
Solutions to Meet
User Requirements
Evaluate Designs
Against Requirements
Designed Solution Meets
User Requirements
Iterate where
appropriate
ISO 9241-210
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Produce Prototypes
UCD – Prototype Centric Version
Plan / Adjust the
Design Process
Understand & Specify
Context of Use
Specify User
Requirements
Evaluate Prototypes
Prototype Meets User
Requirements
Iterate where
appropriate
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16. YOU CAN’T INVENT THE FUTURE
WITHOUT FIRST PROTOTYPING IT.
- Michael Schrage
True innovators don’t create ideas…
they create models & prototypes.
PROTOTYPING IS INNOVATIVE BEHAVIOR
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Question…
What fidelity prototypes does
your team typically create?
• Low fidelity
• High fidelity
• Medium fidelity
?
Why did you select that answer?
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4 Prototyping Factors to Consider
Works Like
Looks Like
Reads Like
Depth & Breadth
Functional Fidelity
Visual Fidelity
Content Fidelity
Overall Completeness
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Functional Fidelity
Works Like
• Functionality
• Performance
• Level of Interaction
• Input & Output Methods
Source: Flavio Nazario
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Visual Fidelity
Looks Like
• Colors
• Fonts
• Branding
• White space
• Visual “polish”
• Graphics / Photos
Source: Flavio Nazario
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Content Fidelity
Reads Like
• Use of placeholders
• Lorem Ipsum
• Real content
Source: Flavio Nazario
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Overall Completeness
Depth & Breadth
• Scope of features
• Scenarios supported
Source: Flavio Nazario
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4 Prototyping Factors to Consider
Works Like
Looks Like
Reads Like
Depth & Breadth
• Functionality
• Performance
• Level of Interaction
• Input & Output Methods
• Colors
• Fonts
• Branding
• White space
• Visual “polish”
• Graphics / Photos
• Use of placeholders
• Lorem Ipsum
• Real content
• Scope of features
• Scenarios supported
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Simplification
• Prototypes = deliberate
simplification (or
oversimplification)
• What should be
simplified and why?
• Simplification and
Complexity both
represent risk Source: Jegi (Flickr)
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26. Polish looks for praise.
LOW FIDELITY IS GOOD.
“ROUGHNESS” INVITES QUESTIONS.
27. “What organizations choose NOT to model is
as revealing as what they do.”
- Michael Schrage
A CAUTIONARY WORD
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Paper Prototype
• Works like = Low
• Looks like = Low
• Reads like = Low
• Depth & Breadth =
a few screens
Source: Rosenfeld Media
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757 Cockpit Flight Simulator
• Works like = High
• Looks like = High
• Reads like = High
• Depth & Breadth =
Cockpit Only
Source: Kent Wien (Flickr)
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Blueprint
• Works like = Low
• Looks like = Low
• Reads like = Low
• Depth & Breadth =
Summary
Source: David Power (Flickr)
MODEL
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Blueprint – Real Scale
Source: vardehaugen_arkitekter
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Axure Prototype
• Works like = Med
• Looks like = Med
• Reads like = High
• Depth & Breadth =
Home + Products
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Interactive Prototype – Android
Wikipedia App “Link Preview” Feature
• Works like = High
• Looks like = High
• Reads like = High
• Depth & Breadth =
Link Preview feature
only
Source: Wikimedia
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Other Prototyping Considerations
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Your Prototyping Medium
• Clay
• Whiteboard Sketch
• Paper
• Foam Core
• Wood
• Metal
• Cardboard
Virtual:
• PhotoShop
• Axure
• Excel
• Visio / OmniGraffle
• Web
• Desktop or Mobile App
• Software Code
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37. THE PHYSICAL MATERIAL USED
IN PROTOTYPING IS A
MAJOR STRATEGIC INNOVATION VARIABLE.
- Michael Schrage
Choice of medium impacts how prototypes
are managed and how teams collaborate.
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1956 Packard – Clay Prototype
Clay auto prototypes truncated debate,
rather than inviting discussion.Source: John Lloyd (Flickr)
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Medium Impacts Design…
Early HP calculators were
prototyped in cardboard,
resulting in more “squared off”
designs.
They later switched to foam
& resulting designs were
more soft and rounded
HP-35 (1972) HP-39G (2000)Source: WikipediaSource: Kubanczyk (Flickr)
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Prototype Lifetime
Is it throw away? Will it evolve into the
actual product?
Source: Julia Folsom
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Refactoring
• How easy will it be to change the prototype?
• Can anyone change it?
• Paper = low skill
• Code = special skills
• Tool = different special skills
• When will we change the level of fidelity?
• Functionality
• Visual
• Content
• Depth & Breadth
• When will we stop iterating?
• When do we move from prototype to production (e.g. code)?
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Ownership
• Who can
change it?
• Who gets to
see it?
• When?
Source: DeviantArt BlueAngelPower2003
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Context of Prototype Use
• How similar to intended product use?
• Environment
• Level of distractions
• Lab vs. home
• Outdoor vs. Indoor
• Etc.
• Social context?
• Technical context
• Mobile app on mobile
• Mobile app in mobile browser
• Mobile in desktop browser
• Mobile over Webex
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Iterations vs. Variations
Variations
Iterations
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Planning for prototypes in the
UCD process:
• Prototype the 20% that will get 80% of use/value.
• Target the biggest risks & opportunities.
• For testing, prototype scope needs to cover scope of test
scenarios & tasks
• Level of prototype fidelity shouldn’t exceed the team’s level
of thinking (idea maturity).
• If too high? Less feedback.
• If too low? Misinterpretation & unmitigated risks.
• There are “devils” in the details (i.e., interaction & content matter)
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A Few Thoughts on Agile
Agile is about killing documentation & getting to a
prototype (or code) quicker. But often with risks:
• “Prototypes” (aka MVP’s) often built with
production materials
• Prototypes not throw-away
• Often only one variation/concept at a time
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Do you need a Prototype?
• Some questions can be answered without a
prototype
• Tree tests & Card Sorts – Labels & Content Organization
• Will the prototype help answer questions?
Is change possible?
• If not, why create a prototype?
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Summary
• Adjust your thinking beyond the “F-word”
• Works Like
• Looks Like
• Reads Like
• Depth & Breadth
• Don’t prototype on “autopilot”.
• RECONSIDER these factors on every project.
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Summary (2)
Consider & plan for:
• Conversations &
Interactions
• Roughness
• Simplification
• Medium
• Lifetime
• Competing variations
• Refactoring process
• Context of prototype
use
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Twitter: @Lkantrov
Email: Lyle.Kantrovich@gmail.com
LinkedIn: Lyle Kantrovich
thank you
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