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Prototyping
Christian Glover Wilson
The Experience is Everything
March 2014
Contents
Approaches
Facilitation
Prototyping
Sketching vs Prototyping
Sketching vs Prototyping
Elaboration of
Ideas
Reduction of
Ideas
DESIGN PROCESS
Laseau’s Funnel
Sketching vs Prototyping
Prototyping
“Incremental iterative refinement”
Design vs Prototyping
Design
“Branching Exploration”
vs
Sketching User Experiences

Bill Buxton
Prototyping
“Getting the design right”
Design
“Getting the right design”
vs
Design vs Prototyping
Prototyping
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
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
Types of prototype?
Native Code
Paper Prototypes
HTML Prototype
Printouts
Storyboards
Swipeable Gallery
Tapable Prototype
Presentation
Time
Re-use
Cost
So much to choose from….!
What is a prototype?
Storyboards
Good for:
• Getting started
• User flows
• Product-market fit
Pros:
• Fast
• Cheap
• Easy
• Disposable
Cons:
• None
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
Printouts (Wireframes or Mockups)
Good for:
• UI consistency
• Screen flow
• User feedback
Pros:
• Detailed
• Fast to iterate
• Cheaper than code
Cons:
• Slower than sketching
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
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
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
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
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
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
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
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
Contextual
Influences
User’s
Considerations
Device
Capability
Mobile context
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
Approaches
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
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
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
Facilitation
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
What leads to success?
Realistic expectations
Skilled coordinator
Right tools and equipment
A multi-discipline team
Version control
Efficient reuse
Documentation
Setting scope - questions to ask
• What needs to be prototyped?
• How extensive is the prototype?
• What fidelity is required?
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
Internal PR points
Fantastic Return on Investment
Demonstrates functionality
Utilizes resources efficiently
Builds consensus
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
Christian Glover Wilson, VP, Technology & Strategy

christian.gloverwilson@tigerspike.com | +1 917 310 5249

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The Importance of Prototyping for Mobile User Experience

  • 1. Prototyping Christian Glover Wilson The Experience is Everything March 2014
  • 4. Elaboration of Ideas Reduction of Ideas DESIGN PROCESS Laseau’s Funnel Sketching vs Prototyping
  • 5. Prototyping “Incremental iterative refinement” Design vs Prototyping Design “Branching Exploration” vs Sketching User Experiences
 Bill Buxton
  • 6. Prototyping “Getting the design right” Design “Getting the right design” vs Design vs Prototyping
  • 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
  • 34. Internal PR points Fantastic Return on Investment Demonstrates functionality Utilizes resources efficiently Builds consensus
  • 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
  • 36. Christian Glover Wilson, VP, Technology & Strategy
 christian.gloverwilson@tigerspike.com | +1 917 310 5249