Edited highlights of my prototyping training session. These slides are essentially the intro to a 3 hour practical, collaborative learning experience using pencil/paper and Balsamiq. The slides cover:
- What is prototyping?
- Prototypes and the design process
- Example projects
- How to prototype
- Case study: Website search results page
- Balsamiq demo
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Prototyping - the what, why and how at the University of Edinburgh
1. Prototyping
The what, why and how at the
University of Edinburgh
Neil Allison
University Website Programme
Web Publishers Community October 2015
2. Overview
• What is prototyping?
• Prototypes and the design process
• Example projects
• How to prototype
• Case study: Website search results page
• Balsamiq demo
6. Why should I prototype?
• Anyone can prototype – not just
specialists
• It encourages upfront planning
• It’s a useful team design exercise
• It means you can test with users and
make changes quickly and cheaply
• You can try out different concepts
• Effective way to communicate with
stakeholders, designers, programmers
7. Prototyping basics
• Prototypes are good in the early design
phase
– Focus on navigation, workflow, terminology
and functionality than visual design
• Too much visual design is a bad thing
– It encourages focus on the wrong things
• Paper prototyping brings out problem
solving skills
– Not sketching or technical skills
Read more: 7 myths about paper prototyping
www.userfocus.co.uk/articles/paperprototyping.html
8. When is a prototype
not a prototype?
• When you can’t implement changes
quickly for retesting
• When it’s a pain to try alternative
approaches, particularly in parallel
• When you get too attached and the
thought of starting over because
something fundamental is wrong
makes you want to cry
10. How prototypes fit in
the design process
• Know who your users are and
what tasks they will do
(personas)
• Create prototypes of the
designs
• User test (not show!) the
prototypes with the
representative audience
• Make changes and test again
(and repeat)
11. User testing with prototypes
• Testing, not just showing, is an important
part of prototyping
– What people say and what they do is different!
• It is important to have a solid
understanding of the tasks before putting
screens in front on users
– Always have a pilot test
12. Pocket guide to running a usability
test with a prototype
1. Set the scene – talk through the scenario
we’ve provided so participant can play the role
of the target user
2. Play computer – enable your prototype to
replicate functionality to allow participant to
work through the scenario (e.g. Changing
tabbed content)
3. Ask questions – prompt participant to think
aloud, but save the ‘why’ questions til the end
4. Make notes – pertinent comments and actions
13. …so long as you
can be when you
present or test them
Prototypes don’t
have to be clever
or sophisticated…
21. Prototype sophistication
• It depends:
– On what you’re looking to find
– On where you are in the design process
– On who you’re working with
• Does it facilitate
– Interaction?
– Communication?
22. Choosing the right tools
• Use the tool(s) that work best for you
• Doesn’t matter what you prototype with
– Are you comfortable with it?
– Can you work quickly?
– Opportunities for collaboration are good too
23. Prototyping options
• Pencil, paper, post-it notes
• Graphics package (we love Snagit)
• Office packages: PowerPoint, Visio, Word
• Firefox free add-on: Pencil
• Online services like Mockingbird, UXPin...
• Specialist tools like Axure, iRise, Balsamiq
• Your preferred development framework
25. Website search results page
• We needed to redevelop website search
to fit the new website design
– Responsive layout vital
• Early draft designs were taking too long
and not testing well with users
• New approach: Rapid, iterative,
collaborative prototyping
26. Rapid team prototyping
• Quick: Session took
90 minutes
• Cheap: Team time,
pencils and paper
• Inclusive: 6 members
of UWP involved with
a range of
backgrounds
• Creative consensus:
20+ rough designs
evolved into a single
preferred option
27. How to…
1. Everyone spends 5
minutes independently
generating as many
solutions to a problem
as possible
2. Everyone presents
their ideas to the
group
3. Everyone
independently
sketches their one
preferred solution
– Must include at least
one idea from
someone else
28. How to…
4. Everyone presents
back to the group
again
5. Working in pairs
each team evolves
their design again
6. Final presentation to
the group
29. What happened next
• By the final round designs had significantly
converged
• Designer/developer used this prototype as
the basis for a revised design
– Rough interactive prototype produced & tested
with users – significantly better results
• Interactive prototype evolved into the current
search page design
Read more: http://bit.ly/uwp-search-sketch
32. Share your experiences
• Has anyone
– Used prototyping as part of a development
process?
– Attended our training on prototyping?
– Used Balsamiq?
33. Thank you
Get in touch if you’d like
support or advice to begin
prototyping in your team
neil.allison@ed.ac.uk
UX Manager, University Website Programme
Editor's Notes
When something is wrong and you know what is wrong, it is useful to start to think about how it could be better. I use basic prototypes a lot when i criticize sites. I come up with lots of problems and solutions, but the best way to illustrate them is to put them into an interface and see if they make sense.
They help developers:
Create more accurate budget and timeline estimates
Design and code more accurately from the beginning
Unite team members with a variety of job functions behind one vision
Wireframes help clients:
Explore (and modify) ideas with minimal investment
Get internal buy-in and approvals more easily because it's easier to envision
Understand user experience with clickable navigational paths
Discern the differences in functions across different web and/or mobile devices
One of the main barriers to change in a prototyping project is someone being resistant to it changing. This typically happens because someone has either
Written code
Added design
The rough and readier and early prototype is the easier it will be make changes and get the concept right. After that it can be refined for specifics like design
We learned a long time ago the secret to this technique: it's not about 'showing' the interface, it's about 'using' it. You want enough detail in the design for users to complete their tasks. Sometimes, this makes creating the prototype a little burdensome, but the quick ability to change the design outweighs the upfront effort requirements.
When you show a design to a user, you end up asking questions, such as "What do you think?" The users always reply with their opinions, but we've seen many times that what users say they like and how they interact with a design can differ dramatically.
http://www.uie.com/articles/looking_back_on_paper_prototyping/
Examples of paper prototyping:
Using cards to replicate tabbed browsing
Using post it notes to investigate potential location of a log in interface
On a whiteboard, so the participant and rub out and amend the design with you
Slightly more sophisticated prototype using powerpoint
More sophisticated still, with the graphic design overlaid
http://www.slideshare.net/mrscammels/prototyping-for-responsive-web-design
In the example above the designer started designing for mobile because that forced the client to focus on the ‘essential content’. Sketching allowed for discussion and instant iternations
Prototypes can be very effective at gathering feedback. Low fidelity prototypes can be used as an active listening tool. Often, when people can not articulate a particular need in the abstract, they can quickly assess if a design approach would address the need. Prototypes are most efficiently done with quick sketches of interfaces and storyboards. Prototypes are even being used as the “official requirements” in some situations.
http://tynerblain.com/blog/2006/11/21/ten-requirements-gathering-techniques/
http://ausweb.scu.edu.au/aw04/papers/refereed/alexander/paper.html
If you are debating two approaches the simple solution si to mock them up and quickly test them. This quickly and easily shows which direction works better and keeps the politics out of the decision making
http://www.bunnyfoot.com/about/clients/screwfix.php
The quick and cheap nature of prototyping mean that it is easy to test and change. This means that by the time you get to coding you can be confident that the fundamental of the design are solid
The structure or concept of a site is much easier to communicate to a wide group of people if it is in a format that they understand. Sketches help translate requirements documents and sitemaps into something that is easy to understand and feedback on.
Looking to find:
Quick questions focused on a page layout or the nature of some content? Or fundamental decisions about your information archictecture and the user journey?
Where you are in the design process:
You may or may not have a graphic design organised yet. Typically the look and feel is prioritised ahead of things like content and architecture, when really it should be the final step. The icing on the cake.
Who you’re working with:
I’ve had experiences where some development partners have doubted PP findings and recommendations because the prototypes were so crude. “Well that won’t be a problem once we have a look and feel. We can get the graphic designer to address that.” While I’d say this is rarely a feasible solution, you do need to bear in mind whether the people you’re working with buy into what you’re doing.
As with accompanied surfing – pencil and paper is often best. And again, templates you scribble on can save you some effort.
Power point can be good as you can present your prototypes on screen. You can add links and begin to more closely mimic the website experience.
Vision is a great tool for paper prototyping as it’s so quick and easy to drag and drop items. There are also some templates and shapes available online for free that can speed up the process still further, Link included in the further reading page. Visio is on site license at the University – it just isn’t part of the standard MS Office package. Your computing officer will be able to get you a copy.
Axure is a specialist package that works much like Visio, but creates real web pages from your drawings.
Balsamiq Demonstration Script
Log into the University Wiki, opening two pages:
https://www.wiki.ed.ac.uk/x/so88Bw (prototyping wiki home)
https://www.wiki.ed.ac.uk/x/G5A8Bw (University website balsamiq templates)
From the Wiki Home - open the “Sandbox – public test area”, then the page for today’s training (in the format 2014-03-11).
Open the “demonstrator” page, then click “edit”, then “Insert” (+) and choose “UI Mockup”. Balsamiq will open.