Paper Prototyping
eBook - ePub

Paper Prototyping

The Fast and Easy Way to Design and Refine User Interfaces

Carolyn Snyder

Share book
  1. 408 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Paper Prototyping

The Fast and Easy Way to Design and Refine User Interfaces

Carolyn Snyder

Book details
Book preview
Table of contents
Citations

About This Book

Do you spend a lot of time during the design process wondering what users really need? Do you hate those endless meetings where you argue how the interface should work? Have you ever developed something that later had to be completely redesigned? Paper Prototyping can help. Written by a usability engineer with a long and successful paper prototyping history, this book is a practical, how-to guide that will prepare you to create and test paper prototypes of all kinds of user interfaces. You'll see how to simulate various kinds of interface elements and interactions. You'll learn about the practical aspects of paper prototyping, such as deciding when the technique is appropriate, scheduling the activities, and handling the skepticism of others in your organization. Numerous case studies and images throughout the book show you real world examples of paper prototyping at work. Learn how to use this powerful technique to develop products that are more useful, intuitive, efficient, and pleasing: * Save time and money - solve key problems before implementation begins * Get user feedback early - use it to focus the development process * Communicate better - involve development team members from a variety of disciplines * Be more creative - experiment with many ideas before committing to one*Enables designers to solve design problems before implementation begins *Five case studies provide real world examples of paper prototyping at work *Delves into the specifics of what types of projects paper prototyping is and isn't good for.

Frequently asked questions

How do I cancel my subscription?
Simply head over to the account section in settings and click on “Cancel Subscription” - it’s as simple as that. After you cancel, your membership will stay active for the remainder of the time you’ve paid for. Learn more here.
Can/how do I download books?
At the moment all of our mobile-responsive ePub books are available to download via the app. Most of our PDFs are also available to download and we're working on making the final remaining ones downloadable now. Learn more here.
What is the difference between the pricing plans?
Both plans give you full access to the library and all of Perlego’s features. The only differences are the price and subscription period: With the annual plan you’ll save around 30% compared to 12 months on the monthly plan.
What is Perlego?
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1 million books across 1000+ topics, we’ve got you covered! Learn more here.
Do you support text-to-speech?
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more here.
Is Paper Prototyping an online PDF/ePUB?
Yes, you can access Paper Prototyping by Carolyn Snyder in PDF and/or ePUB format, as well as other popular books in Computer Science & Human-Computer Interaction. We have over one million books available in our catalogue for you to explore.

Information

Part I
Introduction to Paper Prototyping
These first four chapters provide an introduction to the what, why, and how of paper prototyping—what it is, what it does for companies, why it’s useful, and how to prototype various interface widgets.
Chapter 1 Introduction
Paper prototyping is a widely used method for designing, testing, and refining user interfaces. In the early 1990s it was a fringe technique, used by a few pockets of usability pioneers but unknown to the vast majority of product development teams (and often considered pretty darn weird by the rest). But by the mid-1990s, paper prototyping was catching on. People at well-known companies (IBM, Digital, Honeywell, and Microsoft, just to name a few) experimented with the technique, found it useful, and started using it as an integral part of their product development process. As of 2002 paper prototyping is not considered nearly so weird, and the technique is mainstream practice at many companies, both large and small. There are, however, still many people who’ve only heard enough about paper prototyping to be intrigued—this book is for you.
For much of its history, paper prototyping has been a tool clenched firmly in the hand of the academic researcher or usability specialist. Like any useful tool, though, its greatest potential can be realized by placing it in the hands of nonspecialists along with instructions for its proper use. I believe that anyone who is involved in the design, implementation, or support of user interfaces can benefit from paper prototyping because it fosters development of products that are more useful, intuitive, efficient, and pleasing. Although you can’t learn everything about a topic from one book, this one gives you enough knowledge about paper prototyping to start using it.

What Is Paper Prototyping Anyway?

In its broadest sense, paper prototyping can be considered a method of brainstorming, designing, creating, testing, and communicating user interfaces. This book emphasizes the creating and testing aspects of paper prototyping, although I touch on the others as well. The technique is platform independent and can be used for Web sites, Web applications, software, handheld devices, and even hardware—anything that has a human-computer interface is a potential candidate for paper prototyping.
I’m not aware of any official definition of paper prototyping, and I’ve heard people use the term in reference to several different methods. Here’s the definition of paper prototyping I use in this book:
Paper prototyping is a variation of usability testing where representative users perform realistic tasks by interacting with a paper version of the interface that is manipulated by a person “playing computer,” who doesn’t explain how the interface is intended to work.
Here’s how it works: You meet with other members of your product team to choose the type of user who represents the most important audience for the interface. You determine some typical tasks that you expect this user to do. Next, you make screen shots and/or hand-sketched versions of all the windows, menus, dialog boxes, pages, data, pop-up messages, and so on that are needed to perform those tasks. It is not necessary to have a working version of the interface. If you can sketch it on a whiteboard, you can make a paper prototype of it. Figure 1.1 shows an example of a hand-drawn paper prototype screen.
image
Figure 1.1 A hand-drawn paper prototype of a screen from an application used to design filters for scientific data.
After you create the prototype, you then conduct a usability test. You bring in a person who is representative of the audience you and your team members agreed on. You ask this user to attempt the tasks by interacting directly with the prototype—“click” by touching the prototype buttons or links and “type” by writing data right on the prototype. One or two of you play the role of “Computer,” manipulating the pieces of paper to simulate how the interface behaves but without explaining how it is supposed to work. A facilitator (usually someone trained in usability) conducts the session while other members of the product team act as note-taking observers.
You will quickly discover which parts of the interface work well and which are the trouble spots. Because the prototype is all on paper, you can easily modify it right after—or sometimes even during—each usability test. You can conduct several usability tests in just a day or two, and it doesn’t take long to see the patterns in the feedback you’re getting. Thus, paper prototypes allow you to iterate and improve a design quite rapidly based on input from real users, and this can all happen before the first line of interface code is written.
The previous discussion makes reference to four roles: user, facilitator, Computer, and observer. Figures 1.2 to 1.8 show these four people in action. (With the exception of the facilitator, there can be multiple people in each role, especially observers. So this is a minimalist example, but still a realistic one.)
image
Figure 1.2 Paper prototyping is a team effort. After creating the usability tasks, the product team works together to generate a mock-up of the interface.
image
Figure 1.3 Individual pieces contain content that is relevant to the usability tasks—in this case, using a wireless phone to check lottery results and sports scores.
image
Figure 1.4 The Computer practices the tasks before the first user arrives. Another team member reviews her list of issues that she hopes the usability tests will cover.
image
Figure 1.5 The facilitator explains the purpose of the session and how to interact with the prototype. The facilitator sits next to the user, giving each task and interacting with her as needed.
image
Figure 1.6 The user might find paper prototyping odd at first but quickly gets into the spirit.
image
Figure 1.7 The Computer highlights the item the user has just “clicked” on. Other team members observe quietly and take notes. The facilitator (not visible) is still sitting next to the user.
image
Figure 1.8 Paper prototyping is a creative activity and is often quite fun.

What Paper Prototyping Isn’t

There are three techniques—comps, wireframes, and storyboards—that people commonly confuse with paper prototypes. These techniques are useful, but they usually don’t fit my definition of a paper prototype, although all of them can be turned into paper prototypes. Here’s a bit more explanation.

Comps

Comps (which is short for compositions) are visual representations—usually of a Web site—that show the look of the interface, including colors, fonts, layout, logos, artwork, and so on. (Figure 1.9 shows a sample of some comps.) The graphic designer or agency responsible for the visual aspects of the design might make several variations of the interface, allowing the decision makers to pick the one that best supports the current business initiatives, conveys the brand, and so forth. Some comps use nonsense words to represent the text and links. Comps are primarily used in internal discussions of a site’s visual design; they usually are not intended (or suitable) for usability testing because users can’t interact with them. However, if comps contained realistic content and were printed out, they might then fit my definition of a paper prototype.
image
Figure 1.9 A set of comps for the home page of PlacesToStay.com. Comps are used to explore different layouts, graphics, and visual emphasis. Unlike this example, some comps use nonsense words for text and links.

Wireframes

Like paper prototype, wireframe can be a confusing term because people use it to mean different things. A wireframe defines the page layout for a Web site, showing what content goes where. (Figure 1.10 shows an example of a wireframe.) In the early stages of designing a Web site, wireframes are used in determining the page layout and navigation. But is a wireframe a paper prototype? It depends. Some wireframes designate the major areas on the page with labels (for example, “product information”) but don’t contain any content. This type of wireframe is sometimes used to get feedback from users, but this approach is of limited benefit because it’s hard to tell whether the user’s understanding of “product information” is the same as the designer’s. Thus, a wireframe without content doesn’t quite fit my definition of a paper prototype. On the other hand, with the addition of realistic content a wireframe could be printed out and tested as a paper prototype. In that case I would classify the wireframe as a paper prototype.
image
Figure 1.10 A wireframe shows the layout of a Web page, but often the content is represented by nonsense words.

Storyboards

A storyboard is a series of drawings or images that represents how an interface would be used to accomplish a particular task. It’s basically a flowchart. Some storyboards, like the one in Figure 1.11, include representations of the user interface, but other storyboards are more conceptual and high-level. As the name implies, storyboards are often spread across a wall. They are typically used to understand the flow of the user’s work and how the interface will support each step. Storyboards are most often used within the development organization, although sometimes users review them. Because users can’t interact with storyboards (they can only look at them), I wouldn’t classify them as paper prototypes. However, you could readily turn a storyboard into a paper prototype by taking it down from the wall and adding whatever data is needed to support a task scenario.
image
Figure 1.11 A hand-sketched storyboard used by developers t...

Table of contents