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Minor Thesis 
Innovation and Entrepreneurship 
 
 
 
 
 
A tabletop system to paper-prototype 
for mobile applications 
 
 
 
Francesco Bonadiman 
367681 
 
 
 
 
 
 
 
 
EIT Digital Master School 
Université Paris-Sud 
Technische Universität Berlin 
2015   
 
 
Table of contents 
 
1. Introduction 
1.1. The Business Idea 
1.2. Research Background 
1.3. Methods to Use 
 
 
2. Literature Analysis  
2.1. State of the Art 
2.2. Market Need: I&E Problem 
 
 
3. Analytical Essay 
3.1. Competitor Analysis 
3.2. Market Differentiation 
3.3. Value Proposition 
3.4. Business Proposal 
3.5. My Contribution 
 
 
4. Summary 
 
 
5. References 
   
­ 2 ­ 
1. Introduction 
 
1.1. The Business Idea 
 
Both in research and industry environments, Paper-based Prototyping (simply known as                     
Paper-Prototyping​) is an essential step in the development process; indeed, although related                       
technology has highly evolved in the last 50 years, it is still incredibly useful to easily generate                                 
an effective UI prototype at early stages of design and at almost no cost. Paper-Prototyping                             
consists in creating paper versions of User Interfaces and letting users test these versions                           
instead of a real software UI, as described by Carolyn Snyder in her book [1]. 
 
This technique saves a huge amount of time for (possibly wrong) development which,                         
especially for companies and enterprises, means money: therefore, the less they invest in a                           
prototype, the less concern they will have about throwing it away and starting from scratch.                             
Further details and advantages, together with thoughts and opinions about this method, will                         
be discussed in the Literature Analysis. 
 
As said above, technology has extremely changed in recent times; for example, desktop and                           
laptop computers are being replaced by smartphones, tablets and smartwatches in everyday                       
life. However, this change is not being reflected on the way UI prototypes are generated.                             
Viewing this problem from an ​I&E perspective gives us a clearer idea of what this can mean:                                 
there are no adequate tools to effectively paper-prototype for mobile devices​.  
 
This is due to several reasons (which will be illustrated in the following sections): either these                               
tools are too complicated to be used, or they are not fast and light enough, or maybe they have                                     
no focus on mobile usability testing, or even they do not allow to reuse hand drawings. This                                 
inadequacy can be clearly noticed by only looking at the market, where prototyping tools are                             
mostly for desktop/laptop UIs and, at the same time, extremely ​few products are designed to                             
integrate Paper-Prototyping sketches​, forcing designers to manually take pictures of their                     
designs and therefore breaking the creative process.   
 
In order to solve this problem, I am currently working at Telekom Innovation Laboratories on                             
my Master Thesis Project, which is about ​ways to improve the user interaction with a tabletop                               
computing system designed to paper-prototype for mobile devices​. Thus, in this thesis, I am                           
going to perform both a market and a competitor analysis for the environment which my Major                               
Thesis is based on. Afterwards, I will illustrate the business idea and explain the value                             
proposition that differentiates my solution from the other products listed in the Competitor                         
Analysis, proving how my proposal should take advantage of the market differentiation.                       
Finally, I will describe the initial steps of the business idea itself, explaining the reasons of the                                 
chosen target and introducing an initial pricing strategy for the product. I will conclude this                             
Minor Thesis work by presenting my contributions to the Master Thesis Project. 
 
­ 3 ­ 
1.2. Research Background 
 
I am an Italian student about to complete my double degree at the EIT Digital Master School in                                   
Berlin after spending my first year in Paris: this ​I&E Minor Thesis represents a part of my final                                   
thesis for the Major in Human-Computer Interaction and Design. These two years, indeed, have                           
made me become extremely passionate about concepts such as ​Design Thinking, Usability and                         
User Experience (UX); at the same time, thanks to the ​Innovation and Entrepreneurship part                           
offered by this Master, I am able to put my ideas into a business context. Therefore, I decided                                   
to couple this thesis to the work content and the topic of my Major Thesis. 
 
Being mostly interested in pure HCI and, especially, in (Paper-) Prototyping, I decided to focus                             
on this area for my Master Thesis: thus, I started working at the ​Quality and Usability Lab of                                   1
the Telekom Innovation Laboratories in Berlin, which is a research and development institute                         2
established by Deutsche Telekom in order to “develop innovative products and solutions while                         
working in close cooperation with science and industry” . 3
More precisely, I am working with Benjamin Bähr on his Doctoral Project, named ​Blended                           
Prototyping . Here I implement and evaluate ways to expand and enhance interaction                       4
techniques in a tabletop computing system that was developed previously in the research                         
project. In this Minor Thesis, I analyse the market for prototyping tools with the purpose of                               
finding the perfect positioning and target for possible later products. 
 
1.3. Methods to Use 
 
To realize this I&E Thesis I intend to integrate in this document various sources and methods: 
● Literature review on HCI and prototyping topics: to get a broader and more complete                           
view of the problem I am going to analyse, it is essential to have a deep understanding                                 
of the State of the Art regarding prototyping and why this technique is fundamental in                             
the design and development environments; 
● Articles about prototyping: in order to get enough significant data about the topic and                           
the several prototyping tools present on the market, I am going to include relevant                           
parts from some articles on online newspapers, blogs and HCI communities; 
● Comparison of similar products: ​the competitor analysis is going to be realized by                         
taking into consideration the different players on the market, while the proposition                       
value will describe what differentiates my proposal from theirs; 
● My Major Thesis: ​since I decided to tightly couple my Minor Thesis to my Major one, I                                 
am going to refer to the latter for all the technical and HCI-related part. This I&E Thesis,                                 
in a way, is a direct consequence, because it intends to use the former study to create a                                   
business and examine the market where this is meant to be launched. 
1
 Quality and Usability Lab website: ​http://www.qu.tu­berlin.de 
2
 T­Labs website: ​http://www.laboratories.telekom.com/public/Deutsch/Pages/default.aspx  
3
 T­Labs on Wikipedia: ​http://en.wikipedia.org/wiki/Telekom_Innovation_Laboratories 
4
 Blended Prototyping: ​http://www.blended­prototyping.de 
­ 4 ­ 
2. Literature Analysis 
 
2.1. State of the Art 
 
To completely get what the added value of our system is, I first need to introduce some                                 
concepts we only briefly mentioned in the previous Introduction and which are highlighted in                           
the title of this Thesis: ​“paper-prototype for mobile applications”​. This leads us to divide this                             
State of the Art section into three subsequent and connected parts, which gradually become                           
more and more detailed and specific for the setting we are going to analyse. Therefore, in                               
order to fully understand the product environment, our literature research is going to have                           
three main topics: first of all, what ​Prototyping means; secondly, why ​Paper-Prototyping is                         
that essential; lastly, why we mainly focused on ​Mobile​ devices. 
 
Prototyping 
 
The word prototype is composed by two Greek terms, ​proto (first) and ​typos (impression): by                             
simply looking at its name we can understand its meaning. A prototype, indeed, is an initial                               
design which offers a ​“first impression” of a not-yet-developed product [2]; it is “a concrete                             
representation of part or all of an interactive system”, ​“a tangible artifact” [3]. The process of                               
building prototypes is obviously named Prototyping. This way, other designers and users can                         
get a feeling of how the envisioned idea should look like once realized; not only that, but they                                   
can even try it out, test it, express concerns and give feedback. Moreover, a prototype helps to                                 
“find a new perspective and experience on one’s own ideas”, giving it a precise and “ordered                               
structure” [4]: that is to say, it is definitely useful to clarify someone’s mind. 
 
As introduced above, a prototype has two main objectives: testing different design solutions                         
and collecting opinions and suggestions about them. This method, anyway, is totally different                         
from normal testing, since it is performed in an ​early stage of development​, i.e. before starting                               
the coding phase: it is therefore immediate to understand how this technique saves time and                             
cost (and we will go back to this point later when discussing about Paper-Prototyping). 
Another advantage of a prototype is its iterative nature, as it can be changed and optimized                               
several times, according to feedbacks, usability testing and discussions, until a satisfactory                       
user interface design is achieved. 
 
Prototyping techniques can be divided according to their fidelity, which means “the degree to                           
which the prototype accurately represents the appearance and interaction of the product” : this                         5
can be ​high (computer-based functional simulation with refined graphic design), ​medium                     
(pretty detailed but with approximated objects) and ​low (mostly rough and schematic sketches                         
with little or no functionality) [5]. We are going to concentrate on this latter type. 
 
5
 Research Methodologies in HCI: ​http://grouplab.cpsc.ucalgary.ca/saul/681/1998/prototyping/survey.html 
­ 5 ­ 
Low-fidelity (Lo-Fi) prototypes are generally used ​to express design solutions, to generate                       
alternatives and to quickly represent ideas​, whereas the functionalities and the user interaction                         
are usually of less importance. Indeed, the main purpose is to demonstrate the idea to the                               
users, exchanging thoughts and collecting feedbacks, by showing them the desired “look and                         
feel” of the interface. A Lo-Fi prototype can be obtained by only sketching on paper with a                                 
pencil, which leads us to our second category: Paper-Prototyping. 
 
Paper-Prototyping 
 
Paper-Prototyping is a “widely used method for designing, testing and refining user interfaces”                         
according to Carolyn Snyder. As she describes in her book, this technique was probably born in                               
the early 1990s, when it was “used by a few pockets of usability pioneers”, but it rapidly gained                                   
popularity and became a ​standard in the development process of big companies in the                           
following years. What is surprising is that, almost 25 years and some technological revolutions                           
later, this technique is still essential, widely used and has (nearly) not changed since. 
 
The tools, indeed, are always the same: paper, pencils, glue, scissors, highlighters and so on.                             
Thus, the users are given a task, which they will try to accomplish by interacting not with a real                                     
software interface, but with a ​paper version of it (as the name suggests): a team member                               
(“computer”) will ​simulate the dynamic behavior of the interface, by changing and moving                         
papers and sketches according to the user’s input. Since the handcrafted work does not need                             
to look perfect and using the tools is such a basic and intuitive action, the groups can be                                   
created by gathering people from different backgrounds and disciplines, hence stimulating the                       
collaboration and enhancing the generation of ideas. 
 
Paper-Prototyping is usually described with two adjectives: ​fast​ and ​cheap​. 
 
● Fast because it allows designers to quickly express concepts, generating a myriad of                         
diverse solutions and trying them out with users straightaway [6]. This due to the fact                             
that Paper-Prototyping is based on an ​iterative process​, where design solutions are                       
continuously generated, tested with the users and then either discarded or improved.                       
Moreover, by reducing the specifications and the details of the interface it is possible to                             
save an enormous amount of time, which is vital especially in the early stages of design. 
 
● Cheap​, for many reasons. As already said, saving time is usually equal to saving money.                             
Then, Paper-Prototyping avoids wrong development choices by identifying mistakes in                   
an interface before it is coded. In her book, Snyder even states that “the benefits from                               
early usability data are at least ​ten times bigger than the benefits from late usability                             
data”; however, still several people do not believe to “get enough information from                         
something that simple and that cheap”. Moreover, such an iterative and participatory                       
task smoothes the transition between the ideation and the consequent development. 
 
 
­ 6 ­ 
Anyway, what is even more interesting and surprising about Paper-Prototyping, is the ​freedom                         
of thought and critique felt by the users. As described by Bähr [7], “a polished interface                               
increases the users’ hesitation to critically communicate their experiences”, since they might be                         
“shy to describe their problems and issues with the software. These people will be more likely                               
to discuss their opinions, when they are presented with a simple diagram, or even childish                             
looking paper-based sketch interface representation”. In other words, an interface with a                       
sketchy look might provide ​more useful and spontaneous feedback than a highly detailed one,                           
where a developer has put work and effort that would get wasted . 6
 
Moreover, a vast number of published research papers shows that not only “paper-prototypes                         
are as effective as high-fidelity prototypes at detecting many types of usability issues” , but                           7
also that the usability problems discovered were the same [8][9][10][11]. 
 
Mobile 
 
As discussed above, Paper-Prototyping offers a number of important advantages to the                       
development team. However, as introduced at the very beginning, after about 25 years almost                           
nothing has changed, despite some technological revolutions: this, if on one hand makes the                           
learning process easier, on the other might not offer an adequate solution for some new and                               
emerging technologies. Mobile devices are one of these examples: indeed, while                     
Paper-Prototyping works definitely well inside a laboratory, applying this method to mobile                       
testing is proven to be problematic for a number of reasons.  
 
First of all, the term “mobile” by definition indicates something taking the design process out                             
of the lab, by testing and evaluating the applications in ​real-life scenarios and settings​. This                             
variety of ​usage contexts and environmental conditions is therefore an additional challenge for                         
the UI, which has to remain usable all the time while adapting to unstable user attention [12].                                 
Moreover, for the same reasons, the monitoring itself of the interaction with the mobile device                             
is definitely more difficult than for an ​in situ​ testing. 
 
Finally, a hardware-related issue. There is a tremendous number and a huge variety of mobile                             
devices, which have different potentialities but, at the same time, ​hardware limitations and                         
constraints that are difficult (if not impossible) to fully simulate through a paper-prototype.                         
Furthermore, a normal paper-prototype is likely to “deteriorate during outside evaluation” [13]. 
 
For this reason, de Sá and Carriço tried to apply the concept of Paper-Prototyping to the                               
context of mobile testing: they then built identical reproductions of mobile devices, but made                           
of wood or plastics, replacing the screen with a drawer where paper representations were                           
inserted. However, even if these tools were at least testable out of the lab, several inherent                               
problems occurred and this technique never reached the market. 
6
 SpyreStudios article: ​http://spyrestudios.com/why­sketching­and­wireframing­ideas­strengthens­designs/ 
7
 Usability.gov Blog: ​http://www.usability.gov/get­involved/blog/index.html 
­ 7 ­ 
 
2.2. Market Need: I&E Problem 
 
Even if an ultimate numerical evidence cannot be given, it is undeniable that a huge demand                               
for prototyping tools and, obviously, for Paper-Prototyping ones too, exists. But unfortunately,                       
there are no official percentages about which companies, startups, research institutes or even                         
freelancers use these techniques ​daily for any user-centered design process​. Lacking a market                         
share analysis, however, there are ​other factors which are relevant to express how crucial this                             
market need is. 
 
Firstly, there are ​thousands of blogs, articles and websites discussing about prototyping tools,                         
testing and ranking them according to different parameters and trying to choose the best one:                             
I am going to use these references for the following competitor analysis. What matters at the                               
moment is to understand that, even if there is such a considerable number of prototyping tools                               
on the market, there is ​not a monopoly and ​new ones are continuously emerging​. This not only                                 
indicates that the market is extremely dynamic and open, but also that the market need is still                                 
there: this is of course a problem, but at the same time is an opportunity for us and our system. 
 
Secondly, it can be easily assessed by simply looking at the website of any company offering                               
prototyping tools or services: on their customer page they have a number of clients, many of                               
whom are big and well-known companies. The funny and maybe surprising thing is that some                             
of these customers appear on several of these companies’ websites: this can only indicate that                             
large enterprises have to use ​multiple prototyping tools​ in order to try ​to satisfy their needs​.  
 
Thirdly, recently more and more of these tools are offering a mobile version of their service or,                                 
thanks to the incredible boom and development of mobile technologies, new companies are                         
basing their tool directly on a ​mobile app​. This way, by checking the number of downloads and                                 
installs, the reviews and the ratings, it is already possible to have an idea of the product itself. 
 
Anyway, at the moment we are mostly focusing on the market of prototyping tools in general.                               
But what about Paper-Prototyping? Is there a ​real need​ for this kind of tools? Of course there is. 
And this is simply proven by the ​trend of the market in recent times: several of the new apps                                     
and services released in the last few years, as we will see in the next section, are designed with                                     
the purpose of creating ​digital versions of sketches ​and helping the Paper-Prototyping process. 
 
Moreover, a few years ago Rosenfeld Media ran a survey about prototyping, with almost 200                             8
participants (mainly from the US) who “represented a mix of roles in the UX community”. This                               
survey revealed that, surprisingly with the 81% of preferences, the ​most common tool and                           
method for prototyping was none other than ​Paper​! Therefore, this survey strengthen what has                           
been said up to now (and in the previous State of the Art).  
8
 Rosenfeld Media survey: ​http://rosenfeldmedia.com/prototyping/first­prototyping­survey­resul/  
­ 8 ­ 
On top of that, it highlights that “there are a lot of tools used in combination to produce                                   
prototypes” and that “the most important factor for using a tool is ​time and effort to produce a                                   
working prototype” (the main features of Paper-Prototyping), “followed by a ​prototype usable                       
for testing​” (which is what our system aims to do). 
 
Thus, after this long and detailed report we can definitely have a clear and precise idea of the                                   
specifics and the requirements that the product we would love and use should have. This ought                               
to allow designers to sketch quickly, generating several versions of the same design without                           
forcing them to express too many details; and, straightaway, to explore and discuss these                           
designs with the users through a collaborative process. Finally, these prototypes should be                         
suitable for being tested outside the lab, in a real-life scenario and in a myriad of different                                 
usage contexts. 
 
The curious fact is that ​such product does not exist (yet)​, while the market is overcrowded by a                                   
plenty of similar competitors, where some of them only differ in minimal functions or details.                             
Of course, some work better than others and are somewhat close to the specification above;                             
however, given that these have not built a monopoly and that still multiple products are being                               
used at the same time, implies that we are still far from perfection. 
 
 
3. Analytical Essay 
 
3.1. Competitor Analysis 
 
As described a number of times in the previous sections, there are several tools on the market                                 
and everyone has its ​own features and peculiarity; ​nevertheless, very few of these address the                             
specific needs of ​mobile devices​, being this still a recent and ​immature field of research​.                             
Thus, this Competitor Analysis will be in reverse order respect to the one adopted in the State                                 
of the Art: which means, I will first start presenting the more mobile-friendly products, followed                             
by the ones connected to Paper-Prototyping and finishing with classic prototyping tools. 
 
I was initially inspired by the evaluation conducted by Emily Schwartzman back in 2013, which                             
generated a chart containing 10 different prototyping tools . According to what she wrote in                           9
the article, she managed to create a prototype with each tool, but each one “has features that                                 
support slightly different tasks and needs”, therefore some of them worked better than others                           
for a certain task and in different situations. She then decided to constantly update her chart                               
with the new-born products. I used this chart as a reference and combined it with articles ,                                 10 11 12
posts on blogs  and my experience so far. 13
9
 Designer’s Toolkit: ​http://www.cooper.com/journal/2013/07/designers­toolkit­proto­testing­for­prototypes  
10
 Designer’s Toolkit ­ Prototyping Tools: ​http://www.cooper.com/prototyping­tools 
11
 UX Prototyping Tools: ​http://www.core77.com/posts/39834/6­New­UX­Prototyping­Tools­for­Designers 
12
 Top Interactive Prototyping Tools: ​http://www.coderewind.com/2015/06/top­7­interactive­prototyping­tools 
13
 20 Free “Must Try” Solutions: ​http://blog.templatemonster.com/2015/08/19/list­of­prototyping­tools  
­ 9 ­ 
● Pop: Prototyping On Paper (​popapp.in​): I started with this app since it is the closest to                               
our system and one of our most serious ​potential competitors [14]. It allows designers                           
to use existing sketches as a starting point, which makes it perfect for                         
Paper-Prototyping (as suggested by the name), and to convert them into working and                         
testable prototypes by simply connecting them through hotspots. It was launched at                       
the end of 2012 and raised an angel round of $700,000 from investors. 
Strengths​: extremely fast and easy-to-use, perfect for mobile interaction. 
Weaknesses​: the interactivity is limited to hotspots for moving between screens. 
 
● Invision ​(​invisionapp.com​): similar to Pop, it is definitely ​one of the most popular of the                             
new prototyping tools. It transforms a static project into a quick click-through prototype                         
that can be shared and tested on the phone or on a computer. While it has no drawing                                   
or image creation tools, which makes it really easy to learn, it offers a strong set of                                 
cloud storage features, transitions, integrations and gestures to support prototyping. 
Strengths​: really intuitive, fast-growing community, features constantly added. 
Weaknesses​: not as paper-focused as Pop, it only works with existing mockups. 
 
● Marvel ​(​marvelapp.com​): I would call it a “copy” of Invision (or vice versa), even if some                               
functionalities might be a little more difficult to use. Otherwise the features are the                           
same as its previous competitor: ​linking screens​, adding transitions and gestures,                     
sharing the project and saving it on the cloud. It is again really similar to Pop, but has a                                     
slightly different scope, not being primarily focused on paper sketches. 
Strengths​: easy-to-learn, it provides frames for several devices.  
Weaknesses​: as for Invision, only existing mockups can be used. 
 
● Flinto (​flinto.com​): again, much the same as above. What Flinto focuses on, however, is                           
the capability to ​test the design from the very beginning​, applying adjustments on the                           
go and replacing sketches with mockups through a simple drag-and-drop. This way, the                         
final prototypes will look like real things. 
Strengths​: it automatically creates scrollable areas; it just needs one click to share stuff. 
Weaknesses​: there is no control of individual elements and gestures are not supported. 
 
● Balsamiq ​(​balsamiq​.com​): ​one of the oldest and still one of the best for creating                           
mockups and prototypes. The main key strength is its simplicity: the choices are so                           
limited that it is impossible to waste time on useless details, which on the other hand                               
makes the task often inadequate. Anyway, it is really easy to generate a clickable                           
prototype: its “sketchy” look helps focusing only on the content and the interaction. 
Strengths​: it seems to be sketching on a whiteboard, but using a computer. 
Weaknesses​: limited functionalities and import/export options. 
 
● Solidify ​(​solidifyapp.com​): this app is perfect whenever needed to run usability testing                       
on a clickable prototype and ​get a good number of feedback​. Indeed, it is specifically                             
designed for user testing, in order to “track and display number of clicks, time spent on                               
­ 10 ­ 
each page, and other testing metrics”. 
Strengths​: features for running usability tests, collecting feedback and creating reports. 
Weaknesses​: no animations, creation or editing of individual elements in the tool. 
 
● Justinmind ​(​justinmind.com​): an elegant and flexible prototyping tool with powerful                   
features, which works well for click-through prototypes and with existing design assets.                       
It is possible to create prototypes from existing mockups and building new screens too.                           
It offers ​design templates for graphics and all the effects, animations and transitions                         
are regulated through an intuitive panel. 
Strengths​: it supports gesture-based interaction and can easily drag-and-drop assets. 
Weaknesses​: one of the youngest, thus fewer people using it and less documentation. 
 
● FluidUI ​(​fluidui.com​): a browser-based tool used mainly to design mobile interfaces, but                       
has libraries to support desktop ones too. Prototypes can be created both from existing                           
mockups and by building screens from scratch by arranging pre-built widgets into a                         
drag-and-drop editor, which uses a ​Zooming User Interface and an infinite canvas                       
layout model for content display. 
Strengths​: various elements and libraries for many different devices. 
Weaknesses​: moderate learning curve, plus some features that are not easy to find out. 
 
● Pixate ​(​pixate.com​): live prototyping tool for native iOS and Android apps. Ideal to                         
experiment with complex animations, interactions and gestures right on the mobile,                     
while being able to ​see the updates on the devices in real-time​. There are no UI                               
elements within the tool, but only layers, actions and animations. 
Strengths​: live simulation of the prototype and updates in real-time on the device. 
Weaknesses​: medium learning curve and impossible to preview prototype on desktop. 
 
● Axure ​(​axure.com​): one of the oldest and still ruling prototyping tools for enterprises.                         
For this reason, it has ​a wide user base, an active community and several forums for                               
support​. It is a robust system that offers advanced desktop animations, as well as other                             
features such as group workflow, version control and responsiveness to numerous                     
screen resolutions. 
Strengths​: great support, built-in libraries of widgets and flexible control. 
Weaknesses​: steep learning curve for a first-time user and no device-specific features. 
 
● Proto.io ​(​proto.io​): the tool has an extensive widget library and by drag-and-drop it is                           
possible to add or remove any element and adjust its settings with a click. Being                             
difficult to utilize for a first-time user, the tool comes with ​detailed documentation and                           
video tutorials​. The projects are managed from a dashboard supporting team workflow                       
with various roles; it is cloud-integrated to allow assets to be added and managed. 
Strengths​: good training and support documentation. 
Weaknesses​: steep learning curve and extremely time-consuming. 
 
­ 11 ­ 
● UXPin ​(​uxpin.com​): it was developed ​“by UX designers for UX designers”​. Prototypes                       
can be created from existing mockups or external files or by building screens using                           
extensive UI libraries. It is similar to JustinMind, but the dashboard includes elements                         
from other popular frameworks (like Bootstrap). UXPin has focused on team workflow                       
and collaboration with features like screen-sharing and VOIP. 
Strengths​: user testing with prototypes through built-in video conferencing software. 
Weaknesses​: the performance of the tool can be frustrating and buggy. 
 
Several tools have been excluded from this Competitor Analysis because too similar ​to some                           
of the listed products, too focused on ​layouts and wireframing or due to their ​smaller user base                                 
and, therefore, market size. The following are only some of them: FieldTest (​fieldtestapp.com​),                         
Principle (​principleformac.com​), Prototypes (​prototypesapp.com​), HotGloo (​hotgloo.com​),           
Moqups (​moqups.com​), Mockups.me (​mockups.me​), Mockflow (​mockflow.com​), Webflow             
(​webflow.com​), Concept.ly (​concept.ly​), Wireframesketcher (​wireframesketcher.com​), Origami           
(​facebook.github.io/origami​), Protoshare (​protoshare.com​), Briefs (​giveabrief.com​), Flairbuilder           
(​flairbuilder.com​), Wireframe (​wireframe.cc​), Codiqa (​codiqa.com​), Framer.js (​framerjs.com​),             
Indigo Studio (​infragistics.com/products/indigo-studio​), Form (​relativewave.com/form​). 
 
3.2. Market Differentiation 
 
After analysing the competitors on the market and, in the Literature Analysis, understanding                         
what the State of the Art is and what the Market Need looks like from an I&E perspective, it is                                       
now time to combine all these previous concepts and then focus on the Market Differentiation. 
Therefore I decided to position all the competitors on the graph below, placing them according                             
to the ​two main criteria we are basing our system on: on the X-axis, the ​ease of use​, a                                     
combination of time and effort required to create a working prototype; on the Y-axis, the                             
suitability for paper​ sketches ​and mobile​ usability testing. 
 
 
­ 12 ­ 
As can be seen from the graph above, the green area indicates that ​there is actually ​space for                                   
our product! Indeed, it makes the Paper-Prototyping process extremely fast and, furthermore,                       
it is totally concentrated on the creation of a running mobile version for usability testing. Pop,                               
as can be noticed, is the most similar product: however, there are some fundamental                           
differences which distinguish it from our system and that will be the core of the Value                               
Proposition. Pop and the other first 4 apps on the list are the ones we might call the ​“direct                                     
competitors” : all of them offer quite a ​comparable product and service and compete with the                             14
same customers. Designers who need a prototyping tool which works quickly, and allows them                           
to have a testing version in few minutes by starting from paper sketches, can choose one of                                 
these tools and will be definitely satisfied in any case. 
 
On the other hand, the rest of these products (from Balsamiq to UXPin) can be classified as                                 
“indirect competitors​” [15], since they allow the user to (probably) obtain the ​same results​, but                             
by using their resources in a different way (or at least in a way they are not meant to be used).                                         
This is the case of all these (semi-)professional programs, which (mostly) recreate the design                           
from scratch and so require much more time, since they provide a huge number of features. At                                 
the same time, these tools encourage too much focus on the layouts, the alignments and other                               
details of the prototypes, which are not relevant in the early design phase. Here, instead, it is                                 
crucial being fast and generating several completely different ideas, testing and merging them                         
into an ultimate solution. 
 
As ​Bill Buxton says, you first need to get “the right design, before proceeding with getting the                                 15
design right”: and computer programs, or electronic tools, are not good at supporting the                           
multiple ideas and divergent thinking needed to ​get the right design​. Which is why our                             
system is so different. 
 
3.3. Value Proposition 
 
It is finally high time to answer the I&E question formulated at the beginning by presenting our                                 
solution. The tool, which is called ​“Blended Prototyping”​, is a tabletop system developed to                           
simplify and accelerate the design while paper-prototyping [16]. This special tabletop                     
computing setup offers the possibility to manually sketch and develop interface screens on                         
regular paper sheets​; these screens can then be translated into ​digital versions and runnable                           
applications on the target device by only defining “hotspots” on the prototypes. Thus, Blended                           
Prototyping transfers the techniques of Paper-Prototyping to mobile devices: the product is not                         
digital since the beginning, but it is sketched on paper and then digitized and enhanced. 
 
This way, this system minimizes the implementation effort and allows users to ​collaboratively                         
sketch multiple and different prototype alternatives, which can be automatically converted into                       
prototype applications able to run on mobile devices and ready to be tested. Therefore, what                             
14
 Small Business BC: ​http://smallbusinessbc.ca/article/understanding­your­competition  
15
 Bill Buxton’s website: ​http://www.billbuxton.com  
­ 13 ­ 
makes this system so unique, is that it takes advantage of the positive effects of collaborative                               
paper sketching, by creating a whole environment for discussion and ideation; furthermore, it                         
is still perfect for the ​testing on the field​. Besides, replicating and distributing the digital copies                               
of the prototypes is then extremely easy and it is another added value: it solves the problem of                                   
sharing ​design ideas with people outside the design team (like clients) and it makes it simple                               
to reuse them and interact with them. In addition, unlike several other existing approaches,                           
Blended Prototyping enable designers to ​program functionalities and define dynamic interface                     
behaviours for the sketched prototypes by simply adding some ​code in a native programming                           
language. This ultimately smoothes the transition towards the development phase. 
 
3.4. Business Proposal 
 
This chapter focuses on bringing the previous Value Proposition into the actual market context,                           
assessing this way the marketability of the idea. First, after discussing how the system works, I                               
will now explain the two parts it consists of: the hardware and the software part. 
The ​hardware ​component includes several elements (the so-called tabletop setup): 
● a ​video projector (average price: 700€), located vertically in a central position above a                           
regular meeting table, which projects the screen models for the prototypes and the                         
already virtualized ones; 
● a ​webcam (average price: 100€), pointing at the table for barcode marker recognition,                         
which has the purpose of following the different screens and mapping them;  
● a ​DSLR camera (average price: 600€), used for taking high-resolution pictures of the                         
tabletop surface, which can then be digitized. 
The ​software part, on the other hand, consists of the Java application (running on a PC) which                                 
controls the projector and all the cameras, automatically capturing the sketches as they evolve                           
thanks to the ​barcode markers placed on the top of the sheets. As Bähr describes in his paper,                                   
the interface on the tabletop is ultimately integrated with the virtual semantics projected on                           
top. The system creates then a ​digitized paper-prototype: ​all the paper sheets are shown on                             
the mobile device display, where the users can perform certain actions and test them out in the                                 
field, in realistic usage contexts. 
 
Being the product a combination of hardware and software, it can be offered to the customers                               
in a number of different solutions. The following are just initial and tentative ​revenue streams                             
(for example, there could be a Basic and a Pro version too), based on the prices of the different                                     
components and compared to the competitor's’ ​pricing strategy​: 
● Hardware + Software (​one time subscription​): ​1.999€ 
● Hardware + Software (​yearly rental​): ​699€ 
● Hardware + Software (​monthly rental​): ​69.99€ 
● Hardware + Software (​student subscription​): ​1.499€ 
● Software Only (​one time subscription​): ​499€ 
● Software Only (​yearly rental​): ​299€ 
● Software Only (​monthly rental​): ​29.99€ 
● Software Only (​student subscription​): ​399€ 
­ 14 ­ 
The target would be dual: on the one hand, I would start approaching ​big companies and                               
startups​, which could definitely ​invest some money and working space for having such a                           
system for their business; on the other, I would target ​research institutes and labs​, which                             
could highly benefit from this tabletop setup for academic and ​scientific purposes​. In this case,                             
single users (such as Master or PhD students) might take advantage of the discounted price to                               
personally have the system, either for research or freelancing aims. Blended Prototyping would                         
then be extremely useful for companies working with ​Agile Software Development                     16
methodologies (like Scrum ), because it surely helps iterative and ​incremental processes; at                       17
the same time, it would be beneficial for businesses following ​Design Thinking , since such a                             18
system would easily ​amalgamate people from totally opposite backgrounds working in the                       
same company, by making everyone able to use design methods towards a common goal. 
 
3.5. My Contribution 
 
For my Master Thesis Project I am exploring possible ​ways to improve the user interaction with                               
the tabletop system. Once the designers want to digitize the sketches, or perform any action                             
on the prototypes, they have to use a mobile application on a tablet. This step, even if usable                                   
and perfectly working, is definitely against the principles and the aims of the table: one single                               
user is obliged to stop (or pause) the ideation process to convert the sketches into virtualized                               
versions, breaking the collaborative moment and the so-called​ “flow” . 19
What I am doing, therefore, is trying to find various and different solutions to avoid using the                                 
tablet application: I am mainly focusing on the ​color detection process, which allows users to                             
paint (with a marker pen) inside a component of a sketch (more or less the same process as                                   
creating a hotspot) which, according to the color chosen in a ​control card​, is recognized as a                                 
button, a textbox, etc. In the coming weeks I am going to run some user-studies to validate my                                   
choices or reject my assumptions. 
 
 
4. Summary 
 
As outlined in the Introduction, in this Minor Thesis I described the ​business idea connected to                               
the project I am working at for my Major Thesis. After giving a short introduction of the aim of                                     
this work and presenting myself and the methods I would have used, I described the Literature                               
Analysis related to Paper-Prototyping for mobile devices, focusing on each of these topics by                           
depicting the technological State of the Art; I then analysed the market and discovered the                             
Market Need, which is the problem I was trying to solve. In the Analytical Essay part, I started                                   
displaying the Competitor Analysis and, therefore, I illustrated the Market Differentiation and                       
16
 Understanding Agile Methodology: ​http://agilemethodology.org 
17
 Scrum.org website: ​http://www.scrum.org  
18
 Design Thinking on Wikipedia: ​http://en.wikipedia.org/wiki/Design_thinking  
19
 Flow on Wikipedia: ​http://en.wikipedia.org/wiki/Flow_(psychology) 
­ 15 ­ 
the Value Proposition of our system, followed by the Business Proposal related. Finally I                           
explained what was my contribution to the whole project. 
This ​Minor Thesis work was particularly inspiring and educational​, since it forced me to think                             
“out of the box”, no more focusing on the HCI and technical side of the topics, whereas seeing                                   
them from an I&E point of view and continuously asking myself: ​“Could it work? Does it solve a                                   
need? Would people pay for this?”​. Moreover, the choice of linking it to the Major Thesis made                                 
me become even more passionate about by thinking at a possible ​business-oriented​ future. 
 
 
5. References 
 
[1] Snyder, C., ​Paper Prototyping, The Fast and easy way to design and refine User Interfaces​, 
2003, Morgan Kaufmann Publishers 
[2] Bähr, B., ​Thoughts on Blended Prototyping​ (in Prototype! Physical, Virtual, Hybrid, Smart: 
Tackling New Challenges in Design and Engineering), 2012 
[3] Beaudouin-Lafon, M. & Mackay, W., ​Prototyping tools and techniques​, 2002, ACM Library 
[4] Preece, J. et al., ​Human-Computer Interaction​, 1994, Addison-Wesley 
[5] Rudd, J. et al., ​Low vs. high fidelity prototyping debate. Interactions​, 1996, ACM Library 
[6] Landay J., ​SILK: Sketching Interfaces Like Krazy​, 1996, ACM Library 
[7] Bähr, B. et al., ​A Tabletop System for supporting Paper Prototyping of Mobile Interfaces​, 
2010, “PaperComp” Workshop, UbiComp 2010 Copenhagen, Denmark 
[8] Liu, L. & Khooshabeh, P., ​Paper or Interactive? A study of prototyping techniques for 
ubiquitous computing environments​, 2003, ACM Library 
[9] Virzi R. et al., ​Usability problem identification using both low- and high-fidelity prototypes​, 
1996, ACM Library 
[10] Catani, M. & Biers, D., ​Usability evaluation and prototype fidelity: Users and usability 
professionals​, 1998, Human Factors and Ergonomics Society Annual Meeting 
[11] Novick, D., ​Testing documentation with “low-tech” simulation​, 2000, IEEE Documentation 
[12] de Sá, M. & Carriço, L., ​A mobile tool for In-Situ Prototyping​, 2009, ACM Library 
[13] de Sá, M. & Carriço, L., ​Low-fi prototyping for mobile devices​, 2006, ACM Library 
[14] Bergen, M. & Peteraf, M., ​Competitor Identification and Competitor Analysis: A 
Broad-Based Managerial Approach​, 2002, Managerial and Decision Economics 
[15] Czepiel, J. & Kerin, R., ​Competitor Analysis ​(in Handbook of Marketing Strategy), 2011, 
Edward Elgar Publishing 
[16] Bähr, B. & Neumann, S., ​Blended Prototyping Design​ (in Rethinking Prototyping: 
Proceedings of the Design Modelling Symposium - Berlin 2013) 
­ 16 ­ 

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A tabletop system to paper-prototype for mobile applications

  • 3. 1. Introduction    1.1. The Business Idea    Both in research and industry environments, Paper-based Prototyping (simply known as                      Paper-Prototyping​) is an essential step in the development process; indeed, although related                        technology has highly evolved in the last 50 years, it is still incredibly useful to easily generate                                  an effective UI prototype at early stages of design and at almost no cost. Paper-Prototyping                              consists in creating paper versions of User Interfaces and letting users test these versions                            instead of a real software UI, as described by Carolyn Snyder in her book [1].    This technique saves a huge amount of time for (possibly wrong) development which,                          especially for companies and enterprises, means money: therefore, the less they invest in a                            prototype, the less concern they will have about throwing it away and starting from scratch.                              Further details and advantages, together with thoughts and opinions about this method, will                          be discussed in the Literature Analysis.    As said above, technology has extremely changed in recent times; for example, desktop and                            laptop computers are being replaced by smartphones, tablets and smartwatches in everyday                        life. However, this change is not being reflected on the way UI prototypes are generated.                              Viewing this problem from an ​I&E perspective gives us a clearer idea of what this can mean:                                  there are no adequate tools to effectively paper-prototype for mobile devices​.     This is due to several reasons (which will be illustrated in the following sections): either these                                tools are too complicated to be used, or they are not fast and light enough, or maybe they have                                      no focus on mobile usability testing, or even they do not allow to reuse hand drawings. This                                  inadequacy can be clearly noticed by only looking at the market, where prototyping tools are                              mostly for desktop/laptop UIs and, at the same time, extremely ​few products are designed to                              integrate Paper-Prototyping sketches​, forcing designers to manually take pictures of their                      designs and therefore breaking the creative process.      In order to solve this problem, I am currently working at Telekom Innovation Laboratories on                              my Master Thesis Project, which is about ​ways to improve the user interaction with a tabletop                                computing system designed to paper-prototype for mobile devices​. Thus, in this thesis, I am                            going to perform both a market and a competitor analysis for the environment which my Major                                Thesis is based on. Afterwards, I will illustrate the business idea and explain the value                              proposition that differentiates my solution from the other products listed in the Competitor                          Analysis, proving how my proposal should take advantage of the market differentiation.                        Finally, I will describe the initial steps of the business idea itself, explaining the reasons of the                                  chosen target and introducing an initial pricing strategy for the product. I will conclude this                              Minor Thesis work by presenting my contributions to the Master Thesis Project.    ­ 3 ­ 
  • 4. 1.2. Research Background    I am an Italian student about to complete my double degree at the EIT Digital Master School in                                    Berlin after spending my first year in Paris: this ​I&E Minor Thesis represents a part of my final                                    thesis for the Major in Human-Computer Interaction and Design. These two years, indeed, have                            made me become extremely passionate about concepts such as ​Design Thinking, Usability and                          User Experience (UX); at the same time, thanks to the ​Innovation and Entrepreneurship part                            offered by this Master, I am able to put my ideas into a business context. Therefore, I decided                                    to couple this thesis to the work content and the topic of my Major Thesis.    Being mostly interested in pure HCI and, especially, in (Paper-) Prototyping, I decided to focus                              on this area for my Master Thesis: thus, I started working at the ​Quality and Usability Lab of                                   1 the Telekom Innovation Laboratories in Berlin, which is a research and development institute                         2 established by Deutsche Telekom in order to “develop innovative products and solutions while                          working in close cooperation with science and industry” . 3 More precisely, I am working with Benjamin Bähr on his Doctoral Project, named ​Blended                            Prototyping . Here I implement and evaluate ways to expand and enhance interaction                       4 techniques in a tabletop computing system that was developed previously in the research                          project. In this Minor Thesis, I analyse the market for prototyping tools with the purpose of                                finding the perfect positioning and target for possible later products.    1.3. Methods to Use    To realize this I&E Thesis I intend to integrate in this document various sources and methods:  ● Literature review on HCI and prototyping topics: to get a broader and more complete                            view of the problem I am going to analyse, it is essential to have a deep understanding                                  of the State of the Art regarding prototyping and why this technique is fundamental in                              the design and development environments;  ● Articles about prototyping: in order to get enough significant data about the topic and                            the several prototyping tools present on the market, I am going to include relevant                            parts from some articles on online newspapers, blogs and HCI communities;  ● Comparison of similar products: ​the competitor analysis is going to be realized by                          taking into consideration the different players on the market, while the proposition                        value will describe what differentiates my proposal from theirs;  ● My Major Thesis: ​since I decided to tightly couple my Minor Thesis to my Major one, I                                  am going to refer to the latter for all the technical and HCI-related part. This I&E Thesis,                                  in a way, is a direct consequence, because it intends to use the former study to create a                                    business and examine the market where this is meant to be launched.  1  Quality and Usability Lab website: ​http://www.qu.tu­berlin.de  2  T­Labs website: ​http://www.laboratories.telekom.com/public/Deutsch/Pages/default.aspx   3  T­Labs on Wikipedia: ​http://en.wikipedia.org/wiki/Telekom_Innovation_Laboratories  4  Blended Prototyping: ​http://www.blended­prototyping.de  ­ 4 ­ 
  • 5. 2. Literature Analysis    2.1. State of the Art    To completely get what the added value of our system is, I first need to introduce some                                  concepts we only briefly mentioned in the previous Introduction and which are highlighted in                            the title of this Thesis: ​“paper-prototype for mobile applications”​. This leads us to divide this                              State of the Art section into three subsequent and connected parts, which gradually become                            more and more detailed and specific for the setting we are going to analyse. Therefore, in                                order to fully understand the product environment, our literature research is going to have                            three main topics: first of all, what ​Prototyping means; secondly, why ​Paper-Prototyping is                          that essential; lastly, why we mainly focused on ​Mobile​ devices.    Prototyping    The word prototype is composed by two Greek terms, ​proto (first) and ​typos (impression): by                              simply looking at its name we can understand its meaning. A prototype, indeed, is an initial                                design which offers a ​“first impression” of a not-yet-developed product [2]; it is “a concrete                              representation of part or all of an interactive system”, ​“a tangible artifact” [3]. The process of                                building prototypes is obviously named Prototyping. This way, other designers and users can                          get a feeling of how the envisioned idea should look like once realized; not only that, but they                                    can even try it out, test it, express concerns and give feedback. Moreover, a prototype helps to                                  “find a new perspective and experience on one’s own ideas”, giving it a precise and “ordered                                structure” [4]: that is to say, it is definitely useful to clarify someone’s mind.    As introduced above, a prototype has two main objectives: testing different design solutions                          and collecting opinions and suggestions about them. This method, anyway, is totally different                          from normal testing, since it is performed in an ​early stage of development​, i.e. before starting                                the coding phase: it is therefore immediate to understand how this technique saves time and                              cost (and we will go back to this point later when discussing about Paper-Prototyping).  Another advantage of a prototype is its iterative nature, as it can be changed and optimized                                several times, according to feedbacks, usability testing and discussions, until a satisfactory                        user interface design is achieved.    Prototyping techniques can be divided according to their fidelity, which means “the degree to                            which the prototype accurately represents the appearance and interaction of the product” : this                         5 can be ​high (computer-based functional simulation with refined graphic design), ​medium                      (pretty detailed but with approximated objects) and ​low (mostly rough and schematic sketches                          with little or no functionality) [5]. We are going to concentrate on this latter type.    5  Research Methodologies in HCI: ​http://grouplab.cpsc.ucalgary.ca/saul/681/1998/prototyping/survey.html  ­ 5 ­ 
  • 6. Low-fidelity (Lo-Fi) prototypes are generally used ​to express design solutions, to generate                        alternatives and to quickly represent ideas​, whereas the functionalities and the user interaction                          are usually of less importance. Indeed, the main purpose is to demonstrate the idea to the                                users, exchanging thoughts and collecting feedbacks, by showing them the desired “look and                          feel” of the interface. A Lo-Fi prototype can be obtained by only sketching on paper with a                                  pencil, which leads us to our second category: Paper-Prototyping.    Paper-Prototyping    Paper-Prototyping is a “widely used method for designing, testing and refining user interfaces”                          according to Carolyn Snyder. As she describes in her book, this technique was probably born in                                the early 1990s, when it was “used by a few pockets of usability pioneers”, but it rapidly gained                                    popularity and became a ​standard in the development process of big companies in the                            following years. What is surprising is that, almost 25 years and some technological revolutions                            later, this technique is still essential, widely used and has (nearly) not changed since.    The tools, indeed, are always the same: paper, pencils, glue, scissors, highlighters and so on.                              Thus, the users are given a task, which they will try to accomplish by interacting not with a real                                      software interface, but with a ​paper version of it (as the name suggests): a team member                                (“computer”) will ​simulate the dynamic behavior of the interface, by changing and moving                          papers and sketches according to the user’s input. Since the handcrafted work does not need                              to look perfect and using the tools is such a basic and intuitive action, the groups can be                                    created by gathering people from different backgrounds and disciplines, hence stimulating the                        collaboration and enhancing the generation of ideas.    Paper-Prototyping is usually described with two adjectives: ​fast​ and ​cheap​.    ● Fast because it allows designers to quickly express concepts, generating a myriad of                          diverse solutions and trying them out with users straightaway [6]. This due to the fact                              that Paper-Prototyping is based on an ​iterative process​, where design solutions are                        continuously generated, tested with the users and then either discarded or improved.                        Moreover, by reducing the specifications and the details of the interface it is possible to                              save an enormous amount of time, which is vital especially in the early stages of design.    ● Cheap​, for many reasons. As already said, saving time is usually equal to saving money.                              Then, Paper-Prototyping avoids wrong development choices by identifying mistakes in                    an interface before it is coded. In her book, Snyder even states that “the benefits from                                early usability data are at least ​ten times bigger than the benefits from late usability                              data”; however, still several people do not believe to “get enough information from                          something that simple and that cheap”. Moreover, such an iterative and participatory                        task smoothes the transition between the ideation and the consequent development.      ­ 6 ­ 
  • 7. Anyway, what is even more interesting and surprising about Paper-Prototyping, is the ​freedom                          of thought and critique felt by the users. As described by Bähr [7], “a polished interface                                increases the users’ hesitation to critically communicate their experiences”, since they might be                          “shy to describe their problems and issues with the software. These people will be more likely                                to discuss their opinions, when they are presented with a simple diagram, or even childish                              looking paper-based sketch interface representation”. In other words, an interface with a                        sketchy look might provide ​more useful and spontaneous feedback than a highly detailed one,                            where a developer has put work and effort that would get wasted . 6   Moreover, a vast number of published research papers shows that not only “paper-prototypes                          are as effective as high-fidelity prototypes at detecting many types of usability issues” , but                           7 also that the usability problems discovered were the same [8][9][10][11].    Mobile    As discussed above, Paper-Prototyping offers a number of important advantages to the                        development team. However, as introduced at the very beginning, after about 25 years almost                            nothing has changed, despite some technological revolutions: this, if on one hand makes the                            learning process easier, on the other might not offer an adequate solution for some new and                                emerging technologies. Mobile devices are one of these examples: indeed, while                      Paper-Prototyping works definitely well inside a laboratory, applying this method to mobile                        testing is proven to be problematic for a number of reasons.     First of all, the term “mobile” by definition indicates something taking the design process out                              of the lab, by testing and evaluating the applications in ​real-life scenarios and settings​. This                              variety of ​usage contexts and environmental conditions is therefore an additional challenge for                          the UI, which has to remain usable all the time while adapting to unstable user attention [12].                                  Moreover, for the same reasons, the monitoring itself of the interaction with the mobile device                              is definitely more difficult than for an ​in situ​ testing.    Finally, a hardware-related issue. There is a tremendous number and a huge variety of mobile                              devices, which have different potentialities but, at the same time, ​hardware limitations and                          constraints that are difficult (if not impossible) to fully simulate through a paper-prototype.                          Furthermore, a normal paper-prototype is likely to “deteriorate during outside evaluation” [13].    For this reason, de Sá and Carriço tried to apply the concept of Paper-Prototyping to the                                context of mobile testing: they then built identical reproductions of mobile devices, but made                            of wood or plastics, replacing the screen with a drawer where paper representations were                            inserted. However, even if these tools were at least testable out of the lab, several inherent                                problems occurred and this technique never reached the market.  6  SpyreStudios article: ​http://spyrestudios.com/why­sketching­and­wireframing­ideas­strengthens­designs/  7  Usability.gov Blog: ​http://www.usability.gov/get­involved/blog/index.html  ­ 7 ­ 
  • 8.   2.2. Market Need: I&E Problem    Even if an ultimate numerical evidence cannot be given, it is undeniable that a huge demand                                for prototyping tools and, obviously, for Paper-Prototyping ones too, exists. But unfortunately,                        there are no official percentages about which companies, startups, research institutes or even                          freelancers use these techniques ​daily for any user-centered design process​. Lacking a market                          share analysis, however, there are ​other factors which are relevant to express how crucial this                              market need is.    Firstly, there are ​thousands of blogs, articles and websites discussing about prototyping tools,                          testing and ranking them according to different parameters and trying to choose the best one:                              I am going to use these references for the following competitor analysis. What matters at the                                moment is to understand that, even if there is such a considerable number of prototyping tools                                on the market, there is ​not a monopoly and ​new ones are continuously emerging​. This not only                                  indicates that the market is extremely dynamic and open, but also that the market need is still                                  there: this is of course a problem, but at the same time is an opportunity for us and our system.    Secondly, it can be easily assessed by simply looking at the website of any company offering                                prototyping tools or services: on their customer page they have a number of clients, many of                                whom are big and well-known companies. The funny and maybe surprising thing is that some                              of these customers appear on several of these companies’ websites: this can only indicate that                              large enterprises have to use ​multiple prototyping tools​ in order to try ​to satisfy their needs​.     Thirdly, recently more and more of these tools are offering a mobile version of their service or,                                  thanks to the incredible boom and development of mobile technologies, new companies are                          basing their tool directly on a ​mobile app​. This way, by checking the number of downloads and                                  installs, the reviews and the ratings, it is already possible to have an idea of the product itself.    Anyway, at the moment we are mostly focusing on the market of prototyping tools in general.                                But what about Paper-Prototyping? Is there a ​real need​ for this kind of tools? Of course there is.  And this is simply proven by the ​trend of the market in recent times: several of the new apps                                      and services released in the last few years, as we will see in the next section, are designed with                                      the purpose of creating ​digital versions of sketches ​and helping the Paper-Prototyping process.    Moreover, a few years ago Rosenfeld Media ran a survey about prototyping, with almost 200                             8 participants (mainly from the US) who “represented a mix of roles in the UX community”. This                                survey revealed that, surprisingly with the 81% of preferences, the ​most common tool and                            method for prototyping was none other than ​Paper​! Therefore, this survey strengthen what has                            been said up to now (and in the previous State of the Art).   8  Rosenfeld Media survey: ​http://rosenfeldmedia.com/prototyping/first­prototyping­survey­resul/   ­ 8 ­ 
  • 9. On top of that, it highlights that “there are a lot of tools used in combination to produce                                    prototypes” and that “the most important factor for using a tool is ​time and effort to produce a                                    working prototype” (the main features of Paper-Prototyping), “followed by a ​prototype usable                        for testing​” (which is what our system aims to do).    Thus, after this long and detailed report we can definitely have a clear and precise idea of the                                    specifics and the requirements that the product we would love and use should have. This ought                                to allow designers to sketch quickly, generating several versions of the same design without                            forcing them to express too many details; and, straightaway, to explore and discuss these                            designs with the users through a collaborative process. Finally, these prototypes should be                          suitable for being tested outside the lab, in a real-life scenario and in a myriad of different                                  usage contexts.    The curious fact is that ​such product does not exist (yet)​, while the market is overcrowded by a                                    plenty of similar competitors, where some of them only differ in minimal functions or details.                              Of course, some work better than others and are somewhat close to the specification above;                              however, given that these have not built a monopoly and that still multiple products are being                                used at the same time, implies that we are still far from perfection.      3. Analytical Essay    3.1. Competitor Analysis    As described a number of times in the previous sections, there are several tools on the market                                  and everyone has its ​own features and peculiarity; ​nevertheless, very few of these address the                              specific needs of ​mobile devices​, being this still a recent and ​immature field of research​.                              Thus, this Competitor Analysis will be in reverse order respect to the one adopted in the State                                  of the Art: which means, I will first start presenting the more mobile-friendly products, followed                              by the ones connected to Paper-Prototyping and finishing with classic prototyping tools.    I was initially inspired by the evaluation conducted by Emily Schwartzman back in 2013, which                              generated a chart containing 10 different prototyping tools . According to what she wrote in                           9 the article, she managed to create a prototype with each tool, but each one “has features that                                  support slightly different tasks and needs”, therefore some of them worked better than others                            for a certain task and in different situations. She then decided to constantly update her chart                                with the new-born products. I used this chart as a reference and combined it with articles ,                                 10 11 12 posts on blogs  and my experience so far. 13 9  Designer’s Toolkit: ​http://www.cooper.com/journal/2013/07/designers­toolkit­proto­testing­for­prototypes   10  Designer’s Toolkit ­ Prototyping Tools: ​http://www.cooper.com/prototyping­tools  11  UX Prototyping Tools: ​http://www.core77.com/posts/39834/6­New­UX­Prototyping­Tools­for­Designers  12  Top Interactive Prototyping Tools: ​http://www.coderewind.com/2015/06/top­7­interactive­prototyping­tools  13  20 Free “Must Try” Solutions: ​http://blog.templatemonster.com/2015/08/19/list­of­prototyping­tools   ­ 9 ­ 
  • 10. ● Pop: Prototyping On Paper (​popapp.in​): I started with this app since it is the closest to                                our system and one of our most serious ​potential competitors [14]. It allows designers                            to use existing sketches as a starting point, which makes it perfect for                          Paper-Prototyping (as suggested by the name), and to convert them into working and                          testable prototypes by simply connecting them through hotspots. It was launched at                        the end of 2012 and raised an angel round of $700,000 from investors.  Strengths​: extremely fast and easy-to-use, perfect for mobile interaction.  Weaknesses​: the interactivity is limited to hotspots for moving between screens.    ● Invision ​(​invisionapp.com​): similar to Pop, it is definitely ​one of the most popular of the                              new prototyping tools. It transforms a static project into a quick click-through prototype                          that can be shared and tested on the phone or on a computer. While it has no drawing                                    or image creation tools, which makes it really easy to learn, it offers a strong set of                                  cloud storage features, transitions, integrations and gestures to support prototyping.  Strengths​: really intuitive, fast-growing community, features constantly added.  Weaknesses​: not as paper-focused as Pop, it only works with existing mockups.    ● Marvel ​(​marvelapp.com​): I would call it a “copy” of Invision (or vice versa), even if some                                functionalities might be a little more difficult to use. Otherwise the features are the                            same as its previous competitor: ​linking screens​, adding transitions and gestures,                      sharing the project and saving it on the cloud. It is again really similar to Pop, but has a                                      slightly different scope, not being primarily focused on paper sketches.  Strengths​: easy-to-learn, it provides frames for several devices.   Weaknesses​: as for Invision, only existing mockups can be used.    ● Flinto (​flinto.com​): again, much the same as above. What Flinto focuses on, however, is                            the capability to ​test the design from the very beginning​, applying adjustments on the                            go and replacing sketches with mockups through a simple drag-and-drop. This way, the                          final prototypes will look like real things.  Strengths​: it automatically creates scrollable areas; it just needs one click to share stuff.  Weaknesses​: there is no control of individual elements and gestures are not supported.    ● Balsamiq ​(​balsamiq​.com​): ​one of the oldest and still one of the best for creating                            mockups and prototypes. The main key strength is its simplicity: the choices are so                            limited that it is impossible to waste time on useless details, which on the other hand                                makes the task often inadequate. Anyway, it is really easy to generate a clickable                            prototype: its “sketchy” look helps focusing only on the content and the interaction.  Strengths​: it seems to be sketching on a whiteboard, but using a computer.  Weaknesses​: limited functionalities and import/export options.    ● Solidify ​(​solidifyapp.com​): this app is perfect whenever needed to run usability testing                        on a clickable prototype and ​get a good number of feedback​. Indeed, it is specifically                              designed for user testing, in order to “track and display number of clicks, time spent on                                ­ 10 ­ 
  • 11. each page, and other testing metrics”.  Strengths​: features for running usability tests, collecting feedback and creating reports.  Weaknesses​: no animations, creation or editing of individual elements in the tool.    ● Justinmind ​(​justinmind.com​): an elegant and flexible prototyping tool with powerful                    features, which works well for click-through prototypes and with existing design assets.                        It is possible to create prototypes from existing mockups and building new screens too.                            It offers ​design templates for graphics and all the effects, animations and transitions                          are regulated through an intuitive panel.  Strengths​: it supports gesture-based interaction and can easily drag-and-drop assets.  Weaknesses​: one of the youngest, thus fewer people using it and less documentation.    ● FluidUI ​(​fluidui.com​): a browser-based tool used mainly to design mobile interfaces, but                        has libraries to support desktop ones too. Prototypes can be created both from existing                            mockups and by building screens from scratch by arranging pre-built widgets into a                          drag-and-drop editor, which uses a ​Zooming User Interface and an infinite canvas                        layout model for content display.  Strengths​: various elements and libraries for many different devices.  Weaknesses​: moderate learning curve, plus some features that are not easy to find out.    ● Pixate ​(​pixate.com​): live prototyping tool for native iOS and Android apps. Ideal to                          experiment with complex animations, interactions and gestures right on the mobile,                      while being able to ​see the updates on the devices in real-time​. There are no UI                                elements within the tool, but only layers, actions and animations.  Strengths​: live simulation of the prototype and updates in real-time on the device.  Weaknesses​: medium learning curve and impossible to preview prototype on desktop.    ● Axure ​(​axure.com​): one of the oldest and still ruling prototyping tools for enterprises.                          For this reason, it has ​a wide user base, an active community and several forums for                                support​. It is a robust system that offers advanced desktop animations, as well as other                              features such as group workflow, version control and responsiveness to numerous                      screen resolutions.  Strengths​: great support, built-in libraries of widgets and flexible control.  Weaknesses​: steep learning curve for a first-time user and no device-specific features.    ● Proto.io ​(​proto.io​): the tool has an extensive widget library and by drag-and-drop it is                            possible to add or remove any element and adjust its settings with a click. Being                              difficult to utilize for a first-time user, the tool comes with ​detailed documentation and                            video tutorials​. The projects are managed from a dashboard supporting team workflow                        with various roles; it is cloud-integrated to allow assets to be added and managed.  Strengths​: good training and support documentation.  Weaknesses​: steep learning curve and extremely time-consuming.    ­ 11 ­ 
  • 12. ● UXPin ​(​uxpin.com​): it was developed ​“by UX designers for UX designers”​. Prototypes                        can be created from existing mockups or external files or by building screens using                            extensive UI libraries. It is similar to JustinMind, but the dashboard includes elements                          from other popular frameworks (like Bootstrap). UXPin has focused on team workflow                        and collaboration with features like screen-sharing and VOIP.  Strengths​: user testing with prototypes through built-in video conferencing software.  Weaknesses​: the performance of the tool can be frustrating and buggy.    Several tools have been excluded from this Competitor Analysis because too similar ​to some                            of the listed products, too focused on ​layouts and wireframing or due to their ​smaller user base                                  and, therefore, market size. The following are only some of them: FieldTest (​fieldtestapp.com​),                          Principle (​principleformac.com​), Prototypes (​prototypesapp.com​), HotGloo (​hotgloo.com​),            Moqups (​moqups.com​), Mockups.me (​mockups.me​), Mockflow (​mockflow.com​), Webflow              (​webflow.com​), Concept.ly (​concept.ly​), Wireframesketcher (​wireframesketcher.com​), Origami            (​facebook.github.io/origami​), Protoshare (​protoshare.com​), Briefs (​giveabrief.com​), Flairbuilder            (​flairbuilder.com​), Wireframe (​wireframe.cc​), Codiqa (​codiqa.com​), Framer.js (​framerjs.com​),              Indigo Studio (​infragistics.com/products/indigo-studio​), Form (​relativewave.com/form​).    3.2. Market Differentiation    After analysing the competitors on the market and, in the Literature Analysis, understanding                          what the State of the Art is and what the Market Need looks like from an I&E perspective, it is                                        now time to combine all these previous concepts and then focus on the Market Differentiation.  Therefore I decided to position all the competitors on the graph below, placing them according                              to the ​two main criteria we are basing our system on: on the X-axis, the ​ease of use​, a                                      combination of time and effort required to create a working prototype; on the Y-axis, the                              suitability for paper​ sketches ​and mobile​ usability testing.      ­ 12 ­ 
  • 13. As can be seen from the graph above, the green area indicates that ​there is actually ​space for                                    our product! Indeed, it makes the Paper-Prototyping process extremely fast and, furthermore,                        it is totally concentrated on the creation of a running mobile version for usability testing. Pop,                                as can be noticed, is the most similar product: however, there are some fundamental                            differences which distinguish it from our system and that will be the core of the Value                                Proposition. Pop and the other first 4 apps on the list are the ones we might call the ​“direct                                      competitors” : all of them offer quite a ​comparable product and service and compete with the                             14 same customers. Designers who need a prototyping tool which works quickly, and allows them                            to have a testing version in few minutes by starting from paper sketches, can choose one of                                  these tools and will be definitely satisfied in any case.    On the other hand, the rest of these products (from Balsamiq to UXPin) can be classified as                                  “indirect competitors​” [15], since they allow the user to (probably) obtain the ​same results​, but                              by using their resources in a different way (or at least in a way they are not meant to be used).                                          This is the case of all these (semi-)professional programs, which (mostly) recreate the design                            from scratch and so require much more time, since they provide a huge number of features. At                                  the same time, these tools encourage too much focus on the layouts, the alignments and other                                details of the prototypes, which are not relevant in the early design phase. Here, instead, it is                                  crucial being fast and generating several completely different ideas, testing and merging them                          into an ultimate solution.    As ​Bill Buxton says, you first need to get “the right design, before proceeding with getting the                                 15 design right”: and computer programs, or electronic tools, are not good at supporting the                            multiple ideas and divergent thinking needed to ​get the right design​. Which is why our                              system is so different.    3.3. Value Proposition    It is finally high time to answer the I&E question formulated at the beginning by presenting our                                  solution. The tool, which is called ​“Blended Prototyping”​, is a tabletop system developed to                            simplify and accelerate the design while paper-prototyping [16]. This special tabletop                      computing setup offers the possibility to manually sketch and develop interface screens on                          regular paper sheets​; these screens can then be translated into ​digital versions and runnable                            applications on the target device by only defining “hotspots” on the prototypes. Thus, Blended                            Prototyping transfers the techniques of Paper-Prototyping to mobile devices: the product is not                          digital since the beginning, but it is sketched on paper and then digitized and enhanced.    This way, this system minimizes the implementation effort and allows users to ​collaboratively                          sketch multiple and different prototype alternatives, which can be automatically converted into                        prototype applications able to run on mobile devices and ready to be tested. Therefore, what                              14  Small Business BC: ​http://smallbusinessbc.ca/article/understanding­your­competition   15  Bill Buxton’s website: ​http://www.billbuxton.com   ­ 13 ­ 
  • 14. makes this system so unique, is that it takes advantage of the positive effects of collaborative                                paper sketching, by creating a whole environment for discussion and ideation; furthermore, it                          is still perfect for the ​testing on the field​. Besides, replicating and distributing the digital copies                                of the prototypes is then extremely easy and it is another added value: it solves the problem of                                    sharing ​design ideas with people outside the design team (like clients) and it makes it simple                                to reuse them and interact with them. In addition, unlike several other existing approaches,                            Blended Prototyping enable designers to ​program functionalities and define dynamic interface                      behaviours for the sketched prototypes by simply adding some ​code in a native programming                            language. This ultimately smoothes the transition towards the development phase.    3.4. Business Proposal    This chapter focuses on bringing the previous Value Proposition into the actual market context,                            assessing this way the marketability of the idea. First, after discussing how the system works, I                                will now explain the two parts it consists of: the hardware and the software part.  The ​hardware ​component includes several elements (the so-called tabletop setup):  ● a ​video projector (average price: 700€), located vertically in a central position above a                            regular meeting table, which projects the screen models for the prototypes and the                          already virtualized ones;  ● a ​webcam (average price: 100€), pointing at the table for barcode marker recognition,                          which has the purpose of following the different screens and mapping them;   ● a ​DSLR camera (average price: 600€), used for taking high-resolution pictures of the                          tabletop surface, which can then be digitized.  The ​software part, on the other hand, consists of the Java application (running on a PC) which                                  controls the projector and all the cameras, automatically capturing the sketches as they evolve                            thanks to the ​barcode markers placed on the top of the sheets. As Bähr describes in his paper,                                    the interface on the tabletop is ultimately integrated with the virtual semantics projected on                            top. The system creates then a ​digitized paper-prototype: ​all the paper sheets are shown on                              the mobile device display, where the users can perform certain actions and test them out in the                                  field, in realistic usage contexts.    Being the product a combination of hardware and software, it can be offered to the customers                                in a number of different solutions. The following are just initial and tentative ​revenue streams                              (for example, there could be a Basic and a Pro version too), based on the prices of the different                                      components and compared to the competitor's’ ​pricing strategy​:  ● Hardware + Software (​one time subscription​): ​1.999€  ● Hardware + Software (​yearly rental​): ​699€  ● Hardware + Software (​monthly rental​): ​69.99€  ● Hardware + Software (​student subscription​): ​1.499€  ● Software Only (​one time subscription​): ​499€  ● Software Only (​yearly rental​): ​299€  ● Software Only (​monthly rental​): ​29.99€  ● Software Only (​student subscription​): ​399€  ­ 14 ­ 
  • 15. The target would be dual: on the one hand, I would start approaching ​big companies and                                startups​, which could definitely ​invest some money and working space for having such a                            system for their business; on the other, I would target ​research institutes and labs​, which                              could highly benefit from this tabletop setup for academic and ​scientific purposes​. In this case,                              single users (such as Master or PhD students) might take advantage of the discounted price to                                personally have the system, either for research or freelancing aims. Blended Prototyping would                          then be extremely useful for companies working with ​Agile Software Development                     16 methodologies (like Scrum ), because it surely helps iterative and ​incremental processes; at                       17 the same time, it would be beneficial for businesses following ​Design Thinking , since such a                             18 system would easily ​amalgamate people from totally opposite backgrounds working in the                        same company, by making everyone able to use design methods towards a common goal.    3.5. My Contribution    For my Master Thesis Project I am exploring possible ​ways to improve the user interaction with                                the tabletop system. Once the designers want to digitize the sketches, or perform any action                              on the prototypes, they have to use a mobile application on a tablet. This step, even if usable                                    and perfectly working, is definitely against the principles and the aims of the table: one single                                user is obliged to stop (or pause) the ideation process to convert the sketches into virtualized                                versions, breaking the collaborative moment and the so-called​ “flow” . 19 What I am doing, therefore, is trying to find various and different solutions to avoid using the                                  tablet application: I am mainly focusing on the ​color detection process, which allows users to                              paint (with a marker pen) inside a component of a sketch (more or less the same process as                                    creating a hotspot) which, according to the color chosen in a ​control card​, is recognized as a                                  button, a textbox, etc. In the coming weeks I am going to run some user-studies to validate my                                    choices or reject my assumptions.      4. Summary    As outlined in the Introduction, in this Minor Thesis I described the ​business idea connected to                                the project I am working at for my Major Thesis. After giving a short introduction of the aim of                                      this work and presenting myself and the methods I would have used, I described the Literature                                Analysis related to Paper-Prototyping for mobile devices, focusing on each of these topics by                            depicting the technological State of the Art; I then analysed the market and discovered the                              Market Need, which is the problem I was trying to solve. In the Analytical Essay part, I started                                    displaying the Competitor Analysis and, therefore, I illustrated the Market Differentiation and                        16  Understanding Agile Methodology: ​http://agilemethodology.org  17  Scrum.org website: ​http://www.scrum.org   18  Design Thinking on Wikipedia: ​http://en.wikipedia.org/wiki/Design_thinking   19  Flow on Wikipedia: ​http://en.wikipedia.org/wiki/Flow_(psychology)  ­ 15 ­ 
  • 16. the Value Proposition of our system, followed by the Business Proposal related. Finally I                            explained what was my contribution to the whole project.  This ​Minor Thesis work was particularly inspiring and educational​, since it forced me to think                              “out of the box”, no more focusing on the HCI and technical side of the topics, whereas seeing                                    them from an I&E point of view and continuously asking myself: ​“Could it work? Does it solve a                                    need? Would people pay for this?”​. Moreover, the choice of linking it to the Major Thesis made                                  me become even more passionate about by thinking at a possible ​business-oriented​ future.      5. References    [1] Snyder, C., ​Paper Prototyping, The Fast and easy way to design and refine User Interfaces​,  2003, Morgan Kaufmann Publishers  [2] Bähr, B., ​Thoughts on Blended Prototyping​ (in Prototype! Physical, Virtual, Hybrid, Smart:  Tackling New Challenges in Design and Engineering), 2012  [3] Beaudouin-Lafon, M. & Mackay, W., ​Prototyping tools and techniques​, 2002, ACM Library  [4] Preece, J. et al., ​Human-Computer Interaction​, 1994, Addison-Wesley  [5] Rudd, J. et al., ​Low vs. high fidelity prototyping debate. Interactions​, 1996, ACM Library  [6] Landay J., ​SILK: Sketching Interfaces Like Krazy​, 1996, ACM Library  [7] Bähr, B. et al., ​A Tabletop System for supporting Paper Prototyping of Mobile Interfaces​,  2010, “PaperComp” Workshop, UbiComp 2010 Copenhagen, Denmark  [8] Liu, L. & Khooshabeh, P., ​Paper or Interactive? A study of prototyping techniques for  ubiquitous computing environments​, 2003, ACM Library  [9] Virzi R. et al., ​Usability problem identification using both low- and high-fidelity prototypes​,  1996, ACM Library  [10] Catani, M. & Biers, D., ​Usability evaluation and prototype fidelity: Users and usability  professionals​, 1998, Human Factors and Ergonomics Society Annual Meeting  [11] Novick, D., ​Testing documentation with “low-tech” simulation​, 2000, IEEE Documentation  [12] de Sá, M. & Carriço, L., ​A mobile tool for In-Situ Prototyping​, 2009, ACM Library  [13] de Sá, M. & Carriço, L., ​Low-fi prototyping for mobile devices​, 2006, ACM Library  [14] Bergen, M. & Peteraf, M., ​Competitor Identification and Competitor Analysis: A  Broad-Based Managerial Approach​, 2002, Managerial and Decision Economics  [15] Czepiel, J. & Kerin, R., ​Competitor Analysis ​(in Handbook of Marketing Strategy), 2011,  Edward Elgar Publishing  [16] Bähr, B. & Neumann, S., ​Blended Prototyping Design​ (in Rethinking Prototyping:  Proceedings of the Design Modelling Symposium - Berlin 2013)  ­ 16 ­