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Validating Ideas Through Prototyping
Chris RisdonLead Experience Designer, Adaptive Path
@chrisrisdon
Prototypes
Ideation Design Principles(theory)
Testing Ideas(Prototyping)
Prototype(Usability) Refined DesignDesign Principles
(refined)
Ideation Design Principles(theory)
Testing Ideas(Prototyping)
Prototype(Usability) Refined DesignDesign Principles
(refined)
Ideation Design Principles(theory)
Testing Ideas(Prototyping)
Prototype(Usability) Refined DesignDesign Principles
(refined)
Fail early, fail cheaplyWhy do this?
Before you invest time and money
Prototype for areas you don’t know
Test risky functionality
Validate:
• Core interactions
• Application patterns
• How content is organized
What are we prototyping?
Concepts
Concepts?
FrameworksParadigms
Approaches
Design IdeasIdeation
Ready to prototype?Not so fast.
What makes a prototype a prototype?
Prototypes vs. StoriesOr Interactive Prototypes vs. Narative Prototypes
The experience prototype allows designers to show and test the solution through an active participation of the users.
(2000) Marion Buchenau, Jane Fulton Suri, Experience Prototyping, paper presented at the Symposium on Designing Interactive Systems.
The experience prototype allows designers to show and test the solution through an active participation of the users.
(2000) Marion Buchenau, Jane Fulton Suri, Experience Prototyping, paper presented at the Symposium on Designing Interactive Systems.
We all use stories to communicate...and inspire. Basing stories on fact will help you communicate your own ideas effectively. Tell your story well: you'll get buy-in for the design and you'll have everyone on the same page.
Whitney Quesenbery, Storytelling for User Experience
We all use stories to communicate...and inspire. Basing stories on fact will help you communicate your own ideas effectively. Tell your story well: you'll get buy-in for the design and you'll have everyone on the same page.
Whitney Quesenbery, Storytelling for User Experience
Prototypes often requires moderation, facilitation, or context explained
Storytelling stands on it’s own, doesn’t need context
3rd person 1st person
Prototypes tests parts of the experience
Storytelling describes a complete experience
ExplorationExplanation
Narrative Prototype (Story or Scenario)
Interactive Prototype
Prototyping Ideas
Prototyping Ideas
• Not about rapid, or paper, or high-fidelity or which software
• It’s for users, not stakeholders
• It’s about the ideas
Prototyping Ideas
• Does it make sense to users?
• Is the framework valid?(collection of features that play nice together)
• Does the application pattern work?(common ways to present task based applications)
• Is the content organized logically? Is it the right content?
• Getting questions answered!
It’s not about requirements.(at least not yet)
BroadNot deep
What to prototype
• What you don’t know• The product's story• Everything you need to convey
the product experience (but no more)
Fast.Cheep.
Portable.Easy.
$20 in the app store.No cheaper software for prototyping.
But more on Keynote later.
Really, I don’t care what you use.
Testing concepts?Who and what.
We use prototypes to answer design questions?
So what are those questions?
What do you need to know about your designs?
Does it support the value proposition?
Does it support the vision?
Does it make sense to users?
Is this framework work best for users?
(Do the collection of features support the users mental model?)
Are users making sense of the content?
Not usability testing.Stay out of the weeds.
(again, broad not deep)
Not (small scale) usability testing.
You’ll uncover large scale usability issues.
• Prototype for areas you don’t know
• Core interactions
• Application patterns
• Content
• Risky functionality
“The better it looks, the more narrow the feedback.”
—Kathy Sierra
Use design principles
Charmr Design Principles
Adaptive Path’s User Intensive, 2011
Charmr Design Principles
• Wear it during sex• Make better use of data• Easy to learn and teach/No numbers• Less stuff• Keep diabetics in control• Keep diabetics motivated
Adaptive Path’s User Intensive, 2011
Palm Pilot Design Principles
■ Fits in a shirt pocket
■ Syncs seamlessly with PC
■ Fast and easy sync
■ No more than $299
Adaptive Path’s User Intensive, 2011
Design Principles
• More than just requirements or specs. Non specific!
• Combines the structured findings of research with the best ideas of ideation
• Should be specific as possible and catchy
• Unique to your product or design
• More important than any one design
• Use to determine what concept to move forward with
• Also for making decisions during the project
Adaptive Path’s User Intensive, 2011
Just one prototype?Um, no.
• Develop multiple ideas
• Test against design principles
• Extremes in concepts for contrast and comparison
Different concepts
Make them different
• Different IA: Labels, navigation, content
• Different Information Design: Hierarchy and emphasis
• Different Interactions: Different design patterns (ex: sliders vs. dropdowns, hovers vs. lightboxes)
Make them different
• Making each unique
• Design extremes between concepts
• Welcome gaps
• More interactive > less interactive
• More content heavy > less content heavy
• Different messaging, or prioritized content differently
• Different order of steps
• Different interaction models (example: slider vs. drop-downs)
Ideas on a spectrum
When not Keynote?When custom
interactions are the ‘thing’ you need to validate
Real content!Your design idea is too abstract to the user
without real content.
Determine criteria you use to evaluate the design. Keeps it from being “I like this” or “I don’t like that”
Evaluating Ideas
Evaluating Criteria• Discoverable• Trustworthy• Appropriate• Responsive• Smart• Clever• Meaningful• Pleasurable For more, read
Designing for Interactionby Dan Saffer
Hitting many is great, but usually you are going to just hit a few key criteria depending on goals.
• Discoverable• Trustworthy• Appropriate• Responsive• Smart• Clever• Meaningful• Pleasurable
Hitting many is great, but usually you are going to just hit a few key criteria depending on goals.
• Discoverable• Trustworthy• Appropriate• Responsive• Smart• Clever• Meaningful• Pleasurable
Name your concepts.
“The One Pager”
“The Policy Explorer”
“The Worksheet”
Concept: The One-pager
Successes:• easy to understand the steps• very narrative• good mix of visual and textual
information• everything in one place/page
Concept: The WorksheetSuccesses:• Great for feedback about
process and progress• Good for monitoring the
“running total”• A good format for making
suggestions (e.g. things you might need to provide for with your coverage)
• Easy to take in at a glance or take away to share
Concept: The Policy Explorer
Successes:• Everything all in one place• Easy to play with and see the
connections and implications between the concepts
• Less about process and more about action
64
ThemesWhat follows are the major themes we saw during concept testing with customers. We’ve called out specific aspects, features, etc. of the concepts that represent these themes.
Since last time: Concepts and Testing
Themes: Estimating is central65
• The estimate serves as a high-level anchor
• An estimate of some sort needs to be front and center (either a real estimate/quote or examples like the snapshot grid)
• Members must be able to quickly get to a number (either because we suggest something, or it’s easy to generate)
• Use “Estimate” rather than “quote”
• Saving estimates is important (but in way that highlights differences)
Snapshot grid
Quick access to estimate
Realtime estimate update
Themes: Provide deeper information66
• Deep information should not be “in the way” but should be easily accessible
• Contextual relevance is key -- offer things at the right time/place
• Content should be accessible in levels or “escalation”
1. Links to available content (call out or tool tip, highly contextual)
2. Nugget (“executive summary”)3. Full detail (not necessarily long
article)• Explaining policies is the most important
area for deeper information• People appreciate and trust the
company’s expertise; they want deeper, editorialized information from you (“Tell Me More”)
Explanation of policy, executive summary
Contextual help
Highlight explanation of policies
Themes: Comparisons67
• Policy and prices side by side is powerful
• Comparisons should come with suggestions or the company’s POV
• Allow comparison at different levels1. Static/initial (snapshot grid)2. Personalized (when selecting a
policy/estimate, contrast to other options)
3. Custom (comparing saved quotes – what were the differences?)
Policy comparison grid
Policy Comparison with suggestions
Themes: Play Around68
• Let people perform tasks quickly• Keep as much in one place as possible• Allow adjustability and quick feedback -
“massaging the data”• Allow them to hit the target that is right
for them (could be price or coverage or policy)
• Especially good for numerical adjustments, but may be more difficult to use for policy and health
Policy characteristics
Policy, coverage, and health
Interactive Prototype (landing page)
70
Interactive Prototype (worksheet: quick estimate )
Guiding the userduring testing
• Thinking out load
• Nobody likes to admit they don’t know something or can’t figure something out
• Designers observe
• Tell participants: no wrong answers
• Can’t offend us (“not my design”)
• Interview based tasks
Create a protocol!
• Prompts for your interview session
• Based on key objectives you want to learn, or key questions you want answered
• Is meant as reminders, not a rigid script
Interview based tasksIn interview-based tasks, the participants interests are discovered, not assigned. Unlike scavenger-hunt tasks, the test's facilitator and participant negotiate the tasks during the tests, instead of proceeding down a list of predefined tasks.
Because each task is drawn from the experience and interest of each participant, no two participants perform exactly the same tasks. As we're looking for the usability problems that pop up, we're also looking for how the user approaches their problem and the level of detail they require.
Surprisingly, we often see multiple participants run into the same problems. Even though their tasks are radically different, they have very similar experiences.
As each participant designs their own tasks, they are telling us how they think about the content on the site, giving us insight into the words we choose for links and how we organize the material.
Jared Spool (http://www.uie.com/articles/interview_based_tasks/)
Keynote: An Introduction
(the very basics)
Inspectors (AKA Palettes)
Document
Text
Shape effects
Linking
Links
Blue arrow indicates an object is linked
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Doesn’t show when you ‘play’ prototype presentation
Master Slides: Time Saver
Create your templates here
Can be applied to multiple pages
Create master slide templates for elements you know will be the same from page to page (or state to state)
Linking Pages
Select objects on screen and link to new page or state
Use the palette to select where you want the link to go. (it will remember the slide if you change the order)
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That get’s you up and running today.But for proper advanced Keynote prototyping:
http://www.slideshare.net/tbisaacs/keynote-kungfu-black-belt
Keynote Kungfu Black BeltTravis Isaacs’
Thank you!
Chris RisdonLead Experience Designer, Adaptive Path
@chrisrisdon