This document discusses different approaches to prototyping including storyboards, paper prototypes, printouts, swipeable photo galleries, presentations, and native code. It emphasizes that prototyping allows involving users to refine usability and communicate value to stakeholders. Different types of prototypes are suited to different purposes like brainstorming, proof of concept, or user testing. Rapid prototyping approaches include creating mock-ups, getting user feedback, and iterating. Prototyping is especially important for mobile due to screen flows and animations across devices. Workshops, hackathons, and hack days are approaches that can bring together teams to quickly create prototypes.
8. What is a prototype?
For end-user testing and for communicating
functionality to stakeholders
Not fully functioning entity
Designed quickly, tested and iterated
Tells us something
9. What is rapid prototyping?
Prototyping
Create mock-ups, factoring
in prior feedback, user
experience standards and
best practices
Reviewing
Users experience the
prototype and evaluate
whether it meets their
needs and expectations
Refining
Integrate feedback by
identifying areas that need
to be tuned
iteration
10. Types of prototype?
Native Code
Paper Prototypes
HTML Prototype
Printouts
Storyboards
Swipeable Gallery
Tapable Prototype
Presentation
Time
Re-use
Cost
11. So much to choose from….!
What is a prototype?
12. Storyboards
Good for:
• Getting started
• User flows
• Product-market fit
Pros:
• Fast
• Cheap
• Easy
• Disposable
Cons:
• None
13. Paper Prototypes
Good for:
• Brainstorming UIs
• Proofs of Concept
• Quick user feedback
Pros:
• Fast
• Cheap
• Easy
• Disposable
Cons:
• Not detailed
• Can’t share remotely
• Difficult to update
14. Printouts (Wireframes or Mockups)
Good for:
• UI consistency
• Screen flow
• User feedback
Pros:
• Detailed
• Fast to iterate
• Cheaper than code
Cons:
• Slower than sketching
15. Swipeable Photo Gallery
Good for:
• UI consistency
• Screen flow
• User feedback
Pros:
• Detailed
• Faster than code
• Cheaper than code
• On-device experience
Cons:
• Miss UI and flow issues
uncovered with
printouts
• Inherently linear
16. Keynote/PowerPoint clickable Prototype
Good for:
• UI consistency
• Screen flow
• User feedback
• Simple animations
Pros:
• Very quick to create
• Shareable
• High fidelity
• Some transitions and
gestures
Cons:
• Very limited control of
logic and flow
17. Tappable Prototype
Good for:
• UI consistency
• Screen flow
• User feedback
• Proof of concept
• Living spec
Pros:
• Fast
• Cheap
• Easy
• Highly shareable
Cons:
• Slower than paper
• Limited to capabilities of
tool employed
18. HTML prototype
Good for:
• Troubleshooting
scalability issues
• Testing across devices
• Complete control
Pros:
• See what the user sees
• High level of control of
experience
Cons:
• Slow
• Requires code
• Skill set
19. Native Code Prototype
Good for:
• Proof of concept
• Troubleshooting
• Screen flow
• User feedback
• Living spec
Pros:
• “Real life” user
experience
• Allow hardware
interactions
Cons:
• Extra step
• Not very rapid
• Require deployment
• Target specific devices
20. Prototyping Tools
Tool Barrier to Entry Cost Time Devices Transitions Shareability
Code High Free Highest All Yes Remote
Axure Medium $289 Medium All Yes Remote
InVision Medium $15/mo Low All Yes Remote
Flinto Low $8/mo Lower iPhone Yes Remote
POP App Lower Free Lower
iPhone
Android
Yes In person
Photo Album Lower Free Lower
iOS
Android
Some In person
Keynote Low Free Low
iOS
Android
Some Remote
Paper Lowest Free Lowest All Yes In person
21. Experiential vs Tactical prototyping
Emphasis on context
and human experience
• Bodystorming
• Storyboarding
• Concept videos
Emphasis on user
interface and tasks
• Sketching
• Paper prototypes
• On device prototypes
22. So why Prototype?
Involve users in refining the usability
Clearly communicate and demonstrate value to
secure funding and support
Can utilize spare resource even for short bursts
Interesting and motivating for participants
24. Why prototyping is so important for mobile
Flow is everything (actions span multiple screens)
Animations carry meaning
More expensive to code
Harder to correct issues after deployment
26. Hackathons
Usually public
Typically one day to one week
Focused on a technology, API or context
Often several competing teams
Usually start and end with presentations
27. Hack days
Usually internal
Typically one day to one week
Scope may come from team or management
Connect disparate parts of the company
Find products and value you didn’t know you had
28. Workshops
Mix of internal and external team
Typically one or two days
Starts with a clear brief
Co-located team, ideally off-site
Gamified incentives to participate
Outspoken team with required skills or knowledge
30. What causes failure?
No champion of the process
Lack of understanding
Insufficient content
Team composition (experience or attitude)
Funding
Corporate culture (release control, resource bandwidth)
Ambiguous scope
Unmanageable expectations
31. What leads to success?
Realistic expectations
Skilled coordinator
Right tools and equipment
A multi-discipline team
Version control
Efficient reuse
Documentation
32. Setting scope - questions to ask
• What needs to be prototyped?
• How extensive is the prototype?
• What fidelity is required?
33. Some things to test
• Flow through the experience
• Human Interface principles
• Icons language
• Custom gestures or animations
• Non-standard UI controls
• Consistency of designs
• Device support … within reason
35. In conclusion, consider prototyping to
…improve your design decision-making
…communicate an idea
…gather user feedback
…explore the new territory
…fine-tune an idea
…kick off a project