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PROTOTYPES
PROTOTYPES
       AND
PROTOTYPES
  AND THE DIFFERENCES   SHANE MORRIS
        BETWEEN THEM    shanemo@automaticstudio.com.au
                        @shanemo
A BIT ABOUT ME
A BIT ABOUT ME
                 101 Things I (Should Have)
                 Learned in Interaction Design School




                                                        ixd101.com
http://www.youtube.com/watch?v=O3f1qmPlWBo
FRANK LLOYD WRIGHT

“AN ARCHITECT'S MOST USEFUL TOOLS
ARE AN ERASER AT THE DRAFTING
BOARD, AND A WRECKING BAR AT THE
SITE.”
MISTAKES WILL HAPPEN




all-funny.info/architecture-faill
LIKE BUILDINGS, APPLICATIONS BREAK AT THE
JOINS

                   IT’S THE JOURNEY BETWEEN
                   PAGES OR SCREENS, NOT THE
                   PAGES AND SCREENS
                   THEMSELVES, THAT CAN CAUSE
                   THE MOST PROBLEMS FOR USERS.


                   Plus - problems with the journey are the
                   most expensive problems to fix.
                   Design the journey between states
                   first, before designing the states.
ixd101.com
WHAT WE NEED TO DO IS…




                                                                        PROTOTYPE
   Identify potential problems early
   Troubleshoot risky areas in advance
   Get everyone headed in the same direction
   Understand how new features relate to existing features
   Reassure stakeholders about what they are getting for their money
   Clearly communicate what needs to be built
   Clearly communicate what it will be like to use…
WHAT WE NEED TO DO IS…




                                                                        PROTOTYPE
   Identify potential problems early
   Troubleshoot risky areas in advance
   Get everyone headed in the same direction
   Understand how new features relate to existing features
   Reassure stakeholders about what they are getting for their money
   Clearly communicate what needs to be built
   Clearly communicate what it will be like to use…
DESIGN WITH MODELS




       101 Things I Learned in Architecture School, Matthew
       Frederick
IN USER EXPERIENCE,
PROTOTYPING IS A WAY OF LIFE

                                              Research




                                   Evaluate              Design



TO FIND THE RIGHT USER
EXPERIENCE, WE NEED TO                         Build
PROTOTYPE AND TEST
 Unlike our engineering friends
UX PROTOTYPES STARTED AS STATIC
MOCKUPS

STATIC PAGES
PAPER PROTOTYPES
WIREFRAMES




ALLOWED FOR
 Collaborative design
 Rapid exploration
 Usability testing
                         Jensen Harris, Microsoft
THEN ALONG CAME RICH INTERNET
APPLICATIONS


FOCUS ON TRANSITIONS
LESS NAVIGATING TO FEATURES
AND CONTENT
MORE SUMMONING FEATURES AND
CONTENT


MORE DESIGN EFFORT AND
EXPLORATION
                              Jensen Harris, Microsoft
ARCHITECTURAL PLANS EXPRESS THE FUNCTION,
BUT NOT THE EXPERIENCE




Rebeca Cotera                              Gehry Partners, LLP
rebes.info/resources/dch+composite+1.jpg   www.abc.net.au/rn/bydesign/galleries/2010/3086582/
                                           image3.htm
DYNAMIC UI’S – THE CHALLENGE

                                       HOW TO DOCUMENT THE
HOW TO SUPPORT THE                     BEHAVIOUR OF RICH
CONCEPTUAL DESIGN PHASE?               INTERACTIONS?
RAPID EXPLORATION                      EASY TO DOCUMENT THE STATES
MORE EXPERIENTIAL                      HARDER TO DOCUMENT THE
 not just optimal arrangement of      TRANSITIONS
  features and selection of widgets.    Expanding/Collapsing
                                        Opening/Closing
                                        Appearing/Disappearing
                                        Animating
DOCUMENTING TRANSITIONS
Technique                     Pros                   Cons
Annotations                   No new tools           Not expressive enough


Excruciating Textual Detail   No new tools           Hard work
                                                     Hard to understand
                                                     Hard to show timing
Storyboards                   Easy to understand     Hard work
                                                     Series of single paths
                                                     Hard to show timing
Screenflow Diagrams           No new tools           Hard work
                                                     Fragile
                                                     Hard to show timing
Animatics                     Compelling             New tools and skills
                              Easy to understand     Series of single paths
Interactive Prototypes        Model multiple paths   New tools and skills
                              Easy to understand
                              Other uses
THE RETURN OF
PROTOTYPING
IN THE OLDEN DAYS

PROTOTYPING PROBLEMS
REQUIRED SPECIFIC SKILLS
TOO MUCH IMPLEMENTATION
DETAIL                       Emotional and financial
WASN’T AGILE ENOUGH          investment
                             means
EVERYTHING INTERPRETED       Hard to iterate
THROUGH THE PROTOTYPER’S
EYES
THROW-AWAY


SOME OF THESE PROBLEMS ARE
RESOLVED TODAY
PROTOTYPES I HAVE
KNOWN…
OBSERVER’S GUIDE TO
PROTOTYPES
           STATIC                                      INTERACTIVE

LOW
           Activity Scenarios
FIDELITY

           Sketches              Paper prototypes      Wizard of Oz

           Storyboards

                                                          Untreated
           Wireframes           Clickable wireframes
                                                         interactive

           Comps

HIGH                                                        Treated
                                     Animatics
FIDELITY                                                 interactive
WHY PROTOTYPE?
PAPER PROTOTYPING

VALIDATE THE CONCEPT
PROS
NO TECHNICAL SKILL REQUIRED
NOT INTIMIDATING
CLEARLY UNFINISHED
NECESSARILY HIGH-LEVEL
LOW INVESTMENT
CONS
BECOME UNWIELDY WITH LOTS OF
CONTENT
AWKWARD TO SHOW SUBTLE
INTERACTIONS
NOT AS PORTABLE
WHY PROTOTYPE?

VALIDATE THE CONCEPT
WHY PROTOTYPE?

TRY OUT IDEAS



SKETCHES
EXPLORE MULTIPLE OPTIONS
QUICKLY
DON’T OBSESS ABOUT FIT AND
FINISH
LOW EMOTIONAL INVESTMENT
WHY PROTOTYPE?

IDENTIFY ISSUES




INTERACTIVE PROTOTYPES
ALLOW US TO ASSESS THE FLOW
AND FEEL OF THE APPLICATION,
LONG BEFORE PRODUCTION CODE
WHY PROTOTYPE?

SELL THE VISION




STORYBOARD
MAP THE INTENDED EXPERIENCE
TO EARLY SCREEN CONCEPTS
WHY PROTOTYPE?

SELL THE VISION
WHY PROTOTYPE?

BRING THE TEAM TOGETHER
OBSERVER’S GUIDE TO
PROTOTYPES
           STATIC                                      INTERACTIVE

LOW
           Activity Scenarios
FIDELITY

           Sketches              Paper prototypes      Wizard of Oz

           Storyboards

                                                          Untreated
           Wireframes           Clickable wireframes
                                                         interactive

           Comps

HIGH                                                        Treated
                                     Animatics
FIDELITY                                                 interactive
GOOD PROTOTYPES
ATTRIBUTES OF GOOD
PROTOTYPES…


PUT THE READER IN THE USER’S SHOES

HAVE AN APPROPRIATE LEVEL OF INVESTMENT

COMMUNICATE THE RIGHT LEVEL OF DETAIL

ARE CHANGEABLE AND CAN EVOLVE

ARE ACCESSIBLE
PUT THE READER IN THE USER’S
GOOD PROTOTYPES…

SHOES
HAVE AN APPROPRIATE LEVEL OF
GOOD PROTOTYPES…

INVESTMENT




                        ixd101.com
COMMUNICATE THE RIGHT LEVEL OF
GOOD PROTOTYPES…

DETAIL
                   ixd101.com
GOOD PROTOTYPES…

ARE ACCESSIBLE
GOOD PROTOTYPES…

ARE ACCESSIBLE
                                    Design Wall           Whiteboard
             High traffic pathway




                                        Interaction Design
                                             Team (3)
              Architecture and
              technical Teams


                                          R equirements
                                              Teams
ATTRIBUTES OF GOOD
PROTOTYPES…


PUT THE READER IN THE USER’S SHOES

HAVE AN APPROPRIATE LEVEL OF INVESTMENT

COMMUNICATE THE RIGHT LEVEL OF DETAIL

ARE CHANGEABLE AND CAN EVOLVE

ARE ACCESSIBLE
OBSERVER’S GUIDE TO
PROTOTYPES
           STATIC                                      INTERACTIVE

LOW
           Activity Scenarios
FIDELITY

           Sketches              Paper prototypes      Wizard of Oz

           Storyboards

                                                          Untreated
           Wireframes           Clickable wireframes
                                                         interactive

           Comps

HIGH                                                        Treated
                                     Animatics
FIDELITY                                                 interactive
TIM BROWN, IDEO

DESIGN THINKING


     Inspiration         Ideation       Implementation




          Research for
                                               Visualisation
          inspiration,       Build to
                                               to sell, and
          not                think
                                               control
          validation
ALAN COOPER

THE ONLY THING MORE
EXPENSIVE THAN WRITING
SOFTWARE IS WRITING BAD
www.uxquotes.com/author/alan-cooper/prototype-before-you-code/

SOFTWARE
THANK YOU
            shane morris
            shane@automaticstudio.com.au
            @shanemo

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Morris prototyping - oredev - share

  • 1. PROTOTYPES PROTOTYPES AND PROTOTYPES AND THE DIFFERENCES SHANE MORRIS BETWEEN THEM shanemo@automaticstudio.com.au @shanemo
  • 3. A BIT ABOUT ME 101 Things I (Should Have) Learned in Interaction Design School ixd101.com
  • 5.
  • 6. FRANK LLOYD WRIGHT “AN ARCHITECT'S MOST USEFUL TOOLS ARE AN ERASER AT THE DRAFTING BOARD, AND A WRECKING BAR AT THE SITE.”
  • 8. LIKE BUILDINGS, APPLICATIONS BREAK AT THE JOINS IT’S THE JOURNEY BETWEEN PAGES OR SCREENS, NOT THE PAGES AND SCREENS THEMSELVES, THAT CAN CAUSE THE MOST PROBLEMS FOR USERS. Plus - problems with the journey are the most expensive problems to fix. Design the journey between states first, before designing the states. ixd101.com
  • 9. WHAT WE NEED TO DO IS… PROTOTYPE  Identify potential problems early  Troubleshoot risky areas in advance  Get everyone headed in the same direction  Understand how new features relate to existing features  Reassure stakeholders about what they are getting for their money  Clearly communicate what needs to be built  Clearly communicate what it will be like to use…
  • 10. WHAT WE NEED TO DO IS… PROTOTYPE  Identify potential problems early  Troubleshoot risky areas in advance  Get everyone headed in the same direction  Understand how new features relate to existing features  Reassure stakeholders about what they are getting for their money  Clearly communicate what needs to be built  Clearly communicate what it will be like to use…
  • 11. DESIGN WITH MODELS 101 Things I Learned in Architecture School, Matthew Frederick
  • 12. IN USER EXPERIENCE, PROTOTYPING IS A WAY OF LIFE Research Evaluate Design TO FIND THE RIGHT USER EXPERIENCE, WE NEED TO Build PROTOTYPE AND TEST  Unlike our engineering friends
  • 13. UX PROTOTYPES STARTED AS STATIC MOCKUPS STATIC PAGES PAPER PROTOTYPES WIREFRAMES ALLOWED FOR  Collaborative design  Rapid exploration  Usability testing Jensen Harris, Microsoft
  • 14. THEN ALONG CAME RICH INTERNET APPLICATIONS FOCUS ON TRANSITIONS LESS NAVIGATING TO FEATURES AND CONTENT MORE SUMMONING FEATURES AND CONTENT MORE DESIGN EFFORT AND EXPLORATION Jensen Harris, Microsoft
  • 15. ARCHITECTURAL PLANS EXPRESS THE FUNCTION, BUT NOT THE EXPERIENCE Rebeca Cotera Gehry Partners, LLP rebes.info/resources/dch+composite+1.jpg www.abc.net.au/rn/bydesign/galleries/2010/3086582/ image3.htm
  • 16. DYNAMIC UI’S – THE CHALLENGE HOW TO DOCUMENT THE HOW TO SUPPORT THE BEHAVIOUR OF RICH CONCEPTUAL DESIGN PHASE? INTERACTIONS? RAPID EXPLORATION EASY TO DOCUMENT THE STATES MORE EXPERIENTIAL HARDER TO DOCUMENT THE  not just optimal arrangement of TRANSITIONS features and selection of widgets.  Expanding/Collapsing  Opening/Closing  Appearing/Disappearing  Animating
  • 17. DOCUMENTING TRANSITIONS Technique Pros Cons Annotations No new tools Not expressive enough Excruciating Textual Detail No new tools Hard work Hard to understand Hard to show timing Storyboards Easy to understand Hard work Series of single paths Hard to show timing Screenflow Diagrams No new tools Hard work Fragile Hard to show timing Animatics Compelling New tools and skills Easy to understand Series of single paths Interactive Prototypes Model multiple paths New tools and skills Easy to understand Other uses
  • 19. IN THE OLDEN DAYS PROTOTYPING PROBLEMS REQUIRED SPECIFIC SKILLS TOO MUCH IMPLEMENTATION DETAIL Emotional and financial WASN’T AGILE ENOUGH investment means EVERYTHING INTERPRETED Hard to iterate THROUGH THE PROTOTYPER’S EYES THROW-AWAY SOME OF THESE PROBLEMS ARE RESOLVED TODAY
  • 21. OBSERVER’S GUIDE TO PROTOTYPES STATIC INTERACTIVE LOW Activity Scenarios FIDELITY Sketches Paper prototypes Wizard of Oz Storyboards Untreated Wireframes Clickable wireframes interactive Comps HIGH Treated Animatics FIDELITY interactive
  • 23.
  • 24.
  • 25. PAPER PROTOTYPING VALIDATE THE CONCEPT PROS NO TECHNICAL SKILL REQUIRED NOT INTIMIDATING CLEARLY UNFINISHED NECESSARILY HIGH-LEVEL LOW INVESTMENT CONS BECOME UNWIELDY WITH LOTS OF CONTENT AWKWARD TO SHOW SUBTLE INTERACTIONS NOT AS PORTABLE
  • 27.
  • 28.
  • 29. WHY PROTOTYPE? TRY OUT IDEAS SKETCHES EXPLORE MULTIPLE OPTIONS QUICKLY DON’T OBSESS ABOUT FIT AND FINISH LOW EMOTIONAL INVESTMENT
  • 30.
  • 31.
  • 32. WHY PROTOTYPE? IDENTIFY ISSUES INTERACTIVE PROTOTYPES ALLOW US TO ASSESS THE FLOW AND FEEL OF THE APPLICATION, LONG BEFORE PRODUCTION CODE
  • 33.
  • 34.
  • 35. WHY PROTOTYPE? SELL THE VISION STORYBOARD MAP THE INTENDED EXPERIENCE TO EARLY SCREEN CONCEPTS
  • 37.
  • 38.
  • 39. WHY PROTOTYPE? BRING THE TEAM TOGETHER
  • 40. OBSERVER’S GUIDE TO PROTOTYPES STATIC INTERACTIVE LOW Activity Scenarios FIDELITY Sketches Paper prototypes Wizard of Oz Storyboards Untreated Wireframes Clickable wireframes interactive Comps HIGH Treated Animatics FIDELITY interactive
  • 42. ATTRIBUTES OF GOOD PROTOTYPES… PUT THE READER IN THE USER’S SHOES HAVE AN APPROPRIATE LEVEL OF INVESTMENT COMMUNICATE THE RIGHT LEVEL OF DETAIL ARE CHANGEABLE AND CAN EVOLVE ARE ACCESSIBLE
  • 43. PUT THE READER IN THE USER’S GOOD PROTOTYPES… SHOES
  • 44. HAVE AN APPROPRIATE LEVEL OF GOOD PROTOTYPES… INVESTMENT ixd101.com
  • 45. COMMUNICATE THE RIGHT LEVEL OF GOOD PROTOTYPES… DETAIL ixd101.com
  • 47. GOOD PROTOTYPES… ARE ACCESSIBLE Design Wall Whiteboard High traffic pathway Interaction Design Team (3) Architecture and technical Teams R equirements Teams
  • 48. ATTRIBUTES OF GOOD PROTOTYPES… PUT THE READER IN THE USER’S SHOES HAVE AN APPROPRIATE LEVEL OF INVESTMENT COMMUNICATE THE RIGHT LEVEL OF DETAIL ARE CHANGEABLE AND CAN EVOLVE ARE ACCESSIBLE
  • 49. OBSERVER’S GUIDE TO PROTOTYPES STATIC INTERACTIVE LOW Activity Scenarios FIDELITY Sketches Paper prototypes Wizard of Oz Storyboards Untreated Wireframes Clickable wireframes interactive Comps HIGH Treated Animatics FIDELITY interactive
  • 50.
  • 51. TIM BROWN, IDEO DESIGN THINKING Inspiration Ideation Implementation Research for Visualisation inspiration, Build to to sell, and not think control validation
  • 52. ALAN COOPER THE ONLY THING MORE EXPENSIVE THAN WRITING SOFTWARE IS WRITING BAD www.uxquotes.com/author/alan-cooper/prototype-before-you-code/ SOFTWARE
  • 53. THANK YOU shane morris shane@automaticstudio.com.au @shanemo

Editor's Notes

  1. Xxx win 8 pic
  2. XXX prototypes are exploratory or explanatory
  3. Validate the conceptParticularly as a whole – the flow
  4. Mistakes will be made
  5. The ones on the right are cheaper and easier to fix
  6. Inspired by a suggestion from Dave Malouf (http://davemalouf.com/).
  7. Exactly applies
  8. XXX pic of a RIA
  9. Like a site map, or a screen flow
  10. Documenting transitions is easier with a traditional web site.There is only one transition, from one full-screen web page to another
  11. In the pastMany tools existAxureiRiseBalsamiqHypercardProduction toolsFlashHybridsCatalyst?Expression BlendCheck list by @tuna
  12. Or, what do I mean by prototyping
  13. To recap
  14. XXX one of my paper prototypes
  15. Also did Formal TestingRecruit people who matched our personsMade sure we recreated the physical setup of a typical sessionSound booths HardwareTypically a developer role-played the recipientInsight: Can’t hear at certain points of the sessionInvaluable to experience that first hand
  16. Scope creep
  17. Different prototypes serve those purposes in different ways at different stages of the project.
  18. Means you have to give up control, and show your work early.
  19. The right level of detail increases as the project progresses.
  20. 9minsConclusion: Different levels of fidelity required at different stages of the design processLower fidelity early in the design process. High fidelity later in the design process.Speaking of deeper engagement between design and development – Lets talk about the differences for a moment
  21. Prototyping works well with agile methodologiesHeavy UX specs are inefficient, always behind the game, unusable and get the team focused on the wrong stuff
  22. One answer to the fence is the wallCo-location - a lot of designers don't like it.Arrogant snobbery?Laziness?A need for a more creative space, man
  23. Different prototypes serve those purposes in different ways at different stages of the project.
  24. Prototype to explore, control and sellPrototypes throughout the lifecycle