Introduction

The objective of prototypes:

  • Generating new ideas
  • Evaluating new ideas (within the design group)
  • Testing new ideas (with users)

Different tools and techniques are used according to:

  • The stage of design (early, …, advanced, final)
  • The intended audience (designers, test users, clients, management, …)

Techniques

Low Fidelity Prototypes

A hand-drawn mock-up of the user interface (usually) on multiple sheets of paper of varying sizes, useful because you can start using and test an application, months before implementing it.

Caratteristics

Interactive paper mockup:

  • Sketches of screen appearance
  • Paper pieces show windows, menus, dialog boxes

Interaction is natural:

  • Pointing with a finger = mouse click
  • Writing = typing

A person simulates the computer’s backend:

  • Putting down & picking up pieces
  • Writing responses on the “screen”
  • Describing effects that are hard to show on paper

Positives

Faster to build: Sketching is faster than programming

Easier to change: Easy to make changes between user tests, or even during a user test

Non-programmers can help: Only kindergarten skills are required

Focuses attention on big picture

  • Designer doesn’t waste time on details
  • Customer makes more creative suggestions, not nitpicking

How to Test

The Design Team should cover these roles:

Computer Actor:

  • Simulates prototype
  • Does not give any feedback that the computer would not

Facilitator:

  • Presents interface and tasks to the user
  • Encourages user to “think aloud” by asking questions
  • Keeps user test from getting off track

Observer:

  • Keeps mouth shut
  • Takes copious note

Learnable Lessons From Paper Prototypes

Can Learn

  • Conceptual model: Do users understand it?
  • Functionality: Does it do what’s needed?
  • Navigation & task flow: Can users find their way around?
  • Terminology: Do users understand labels?
  • Screen contents What needs to go on the screen?

Cannot Learn

  • Feel: efficiency issues, Response time.
  • Are small changes noticed?: All the small changes are clearly visible to the user in a paper prototipe, but not on the real app.
  • Exploration: users don’t explore as much on a paper prototype.

Dynamic Screens example

Medium Fidelity Prototypes

Medium Fidelity Prototypes also known as “Mockups” or “Wireframe interface”, are designed and used using Interactive software simulation:

  • Renders user interface
  • Accepts some user input
  • Responds by switching pages

The design is based on a single screen or a set of connected screens that follow the actions of a task.

The stile is “imprecise” and gray scale since is inspired by hand drawing:

  • Want to convey the impression that the design is still preliminary
  • usually static information (predefined pages, only)

Negatives

Click, not interact:

  • No text entry, no data entry, no real selection of listed data
  • Widgets aren’t active

The tester is engaged in a “hunt for the hotspot”, to find the (few) only widgets that really clickable:

  • Good for testing understanding of the UI and the workflow
  • Not good for testing the UI behavior

High Fidelity Prototypes

Actual computer application, with final-looking layout, colors, and graphics

  • May use design prototyping tools
  • May use real application code

 When tested, people will mostly comment about colors, fonts, …

Negatives

 Much more expensive to build

What can we lean from them

Screen layout: Is it clear, overwhelming, distracting, complicated? Can users find important elements?

Colors, fonts, icons, other elements are well chosen?

Interactive feedback: do users notice & respond to status bar messages, cursor changes, other feedback

Efficiency issues: Controls big enough? Too close together? Scrolling list is too long

Wizard-of-Oz Prototype

Goal: test an application where some of the features are not implemented yet or are not implementable with current technology.

How: Software simulation with a human in the loop to help.

Implementation

Choose supported tasks and scenarios

  • Create User Interface mock-ups
  • Implement a part of the system
  • Leave “hooks” for the Wizard’s actions

Implement a back-office interface for the Wizard

Define “rules of behavior” for the Wizard

  • When he should respond
  • How it should respond (the “algorithm”)

Benefits

  • Faster and cheaper than most interactive prototypes
  • Creating multiple variations is easy
  • Identifies bugs and issues with current design
  • Can envision applications that are difficult to build

Risks

May be over-optimistic:

  • Speech recognition that always works (instead of having an error rate)
  • Super-intelligence (that will never exist)

Wizard behavior is difficult:

  • Take into account system limitations
  • Hard to emulate expected system response within acceptable timing

Needs at least two researchers.