Introductory articles
- Basic methods: paper prototyping
A short overview of paper prototyping.
- How good does your website look on paper?
The best way to improve the effectiveness of your company's
web site is to let your site's users lend you a hand (quite
literally) through the process of paper prototyping. Paper
prototyping is a fast, low-cost method of testing web site
designs. It involves creating rough sketches of a web site
design and inviting some of your users to take the design
for a test drive using their pen, instead of a mouse, to
complete important tasks.
- Paper prototyping
A short discussion of paper prototyping and a set of scaled
GUI and web screens and labels and buttons for controls
such as fields and form buttons.
- Paper prototyping
This method features the use of simple materials and equipment
in order to create a paper-based simulation of an interface
or system. Paper prototypes provide a valuable and cost-effective
means to evaluate and iterate design options before a team
gets committed to one implementation. Interface elements
such as menus, windows, dialogues and icons can be sketched
on paper or created in advance using card, acetate, pens
etc. The result is sometimes referred to as a low-fidelity
prototype.
- Recommended methods: paper prototyping
Overview of paper prototyping in point form.
- Testing with a paper prototype
A brief overview of usability testing using paper prototypes.
Purpose
To enable draft interaction designs and screen designs to
be very rapidly simulated and tested.
Benefits
- Potential usability problems can be detected at a very
early stage in the design process before any code has been
written.
- Communication between designers and users is promoted.
- Paper prototypes are quick to build / refine, thus enabling
rapid design iterations.
- Only minimal resources and materials are required.
Four stages of paper prototyping may be required:
- concept design: to explore different metaphors and instructional
strategies
- interaction design: to organise the structure of screens
or pages
- screen design: for initial design of each individual screen
- screen testing: to refine the screen layout
Concept design
- Sit round a table and sketch out possible approaches in
a brainstorming environment.
- Evaluate the extent to which each approach meets the objectives
agreed in the stakeholder meeting
Interaction design
- Brainstorm possible screens or page types based on user
tasks.
- Write the name of each suggested screen or page on a post-it-note.
- Put each post-it-note on the wall close to related notes.
- Group the post-it-notes in clusters that are meaningful
to users.
- Consolidate duplicates.
- Give a name to each cluster.
Screen design
- Sit round a table and sketch out design ideas in a brainstorming
environment.
- Use this as a basis for rough sketches of each screen.
- If the links between screens have not been finalised,
pin each screen on the wall as for Interaction Design above,
- Ask the user to carry out a realistic task (based on the
scenarios defined at the stakeholder meeting)
- As the user selects options on each screen, the developer
explains what happens, and either points to the next screen
or presents the next screen to the user (without giving
any hints on how to complete the task).
Screen testing
- Produce a rough design for each screen drawn by hand,
or using a drawing package or prototyping tool.
- If the links between screens have not been finalised,
pin each screen on the wall as for Interaction Design above.
- Ask the user to carry out a realistic task (based on the
scenarios defined at the stakeholder meeting).
- As the user selects options on each screen, the developer
explains what happens, and either points to the next screen
or presents the next screen to the user (without giving
any hints on how to complete the task).
- To test more detailed interaction, prepare pieces of paper
with menus, scroll boxes, dialogue boxes, etc., and present
these to the user when they select the appropriate option.
The user simulates pointing and clicking using a pencil,
and simulates typing by writing on paper.
How Good Does Your Web Site Look on Paper?
Navigation/Flow
Paper prototyping is an ideal method for testing the navigation
and flow of a web site. Users can help you determine whether
organization of the web site is intuitive and whether the
terminology used in the navigation makes sense.
Content
Paper prototypes are a good way to test the effectiveness
of content within the site. You can identify whether the content
and writing style used within the site is appropriate. Users
often help identify content this is missing, unclear, or unnecessary.
Layout
Hand-drawn designs allow users to provide a wide range of
feedback. They can help you determine if pages contain too
little or too much information, and whether the general layout
of the page is effective.
Functionality/Interactivity
By providing users with simulations of interactivity in the
site, you can determine whether proposed functions will be
utilized and valued by users. For example, it can help determine
whether a "do it yourself" planning tool will be
used by site visitors.
It only takes 6-8 customers using a paper prototype to identify
prevent more than 80 percent of these kinds of high level
problems that occur within web sites. Since the goal of paper
prototyping is to achieve the most effective, customer-friendly
site, it's not surprising that sites employing paper prototypes
earn a higher user satisfaction rating.
However, customers aren't the only ones who benefit. Companies
using paper prototypes can implement sites more efficiently,
allowing them to complete projects faster at a lower cost.
Summary description
This method features the use of simple materials and equipment
in order to create a paper-based simulation of an interface
or system. Paper prototypes provide a valuable and cost-effective
means to evaluate and iterate design options before a team
gets committed to one implementation. Interface elements such
as menus, windows, dialogues and icons can be sketched on
paper or created in advance using card, acetate, pens etc.
The result is sometimes referred to as a low-fidelity prototype.
When the paper prototype has been prepared a member of the
design team sits before a user and ‘plays the computer’
by moving interface elements around in response to the user’s
actions. The user makes selections and activates interface
elements by using their finger as a mouse and writing ‘typed’
input. A further person facilitates the session by providing
task instructions and encouraging the user to express their
thoughts and impressions. Notes may be made by other observers
or a video record may be created.
Typical Application Areas
The method has wide applicability. However, it is most suitable
in contexts where it is easy to simulate system behaviour
or when the evaluation of detailed screen elements is not
required. Paper prototyping is appropriate for the early stages
of the design cycle where changes can be readily made before
there is a commitment to one implementation.
Benefits
Usability problems can be detected at a very early stage in
the design process (before a commitment to code has been made).
Communication and collaboration between designers and users
is encouraged.
Paper prototypes are quick to build and refine, and thus support
iterative design and multiple evaluations.
Only minimal resources and materials are required to convey
product feel.
The technique can be utilised by those with little or no human
factors expertise.
Limitations
Because of their simplicity, paper prototypes do not support
the evaluation of fine design detail.
Due to the use of paper and a human operator, this form of
prototype can not be reliably used to simulate system response
times.
The individual playing the role of the computer must be fully
aware of the functionality of the intended system in order
to simulate the computer.
Cost of use
The technical resources required are minimal. Materials such
as paper, card, adhesives and markers are needed to create
the actual prototype. In addition, some means of recording
the interactions between user and prototype is required (e.g.
video camera). The method also needs one individual to play
the role of the computer or system, and another to act as
a facilitator. Costs may also be incurred when recruiting
users and allocating time to manage each evaluation session.
Detailed description of method
The following material outlines firstly a general procedure
for implementing this method, and also indicates the kind
of information that is produced. Then a more detailed overview
of two activities that can be carried out with paper prototyping
is given: sketching and user testing.
- Firstly, allow enough time to cre ate the prototype,
design some tasks, recruit users, conduct the evaluation
of the prototype and report the results.
- Assemble the necessary materials. Construct the paper
prototype, using separate stock for menus, dialogue boxes
and any element that moves or changes appearance.
- Select appropriate users to test the prototype, try to
cover the range of users within the target population.
- Prepare realistic task scenarios for the evaluation.
- Pilot the evaluation procedure and practice playing the
role of the computer.
- Ensure recording facilities are available and functioning.
- Conduct each session, by manipulating the paper prototype
as the users work through the tasks.
- The facilitator provides the task instructions and explores
the user’s impressions and intentions through appropriate
questions.
- If observers are present they can make notes of problem
areas and potential solutions on cards during the session
for later scrutiny and prioritisation.
- Conduct post-session interviews with the users, drawing
upon pre-set questions and issues raised during the prototype
evaluation.
- Debrief the users and thank them for their co-operation.
- Analyse information obtained, summarise observations and
user evaluations. Consider the themes and severity of the
problems identified.
- Summarise design implications and recommendations for
improvements and feed back to design team. The video recordings
can support this.
- Where necessary refine the paper prototype and repeat
the above process
The evaluation of paper prototypes provides an opportunity
to collect early design feedback. This results in recommendations
for the refinement of the initial prototype, which can form
the basis for the evaluation of further prototypes.
Sketching
This technique involves members of the design team and potential
users, producing sketches or designs of the ideas that they
wish to input to the design process. The objective is to enhance
user participation in the design process and collaboration
between designers and users. The easiest way to set up a sketching
exercise is to use a flipchart or whiteboard with everyone
sitting around it presenting and reacting to ideas. An electronic
whiteboard has the advantage of producing printouts of the
‘screen’ which can then be photocopied to the
group before rubbing out the earlier ideas to consider new
ones (e.g. SILK Landey 1994). Alternatively, users may sketch
their own ideas individually which they can then each present
in turn to the group.
A more sophisticated method involves presenting users with
a set of paper, cardboard or plastic interface elements which
they can lay out, on a flat surface, in what they feel is
an appropriate way. Again designs may be discussed and developed
as a group or individually. An example of such a kit is PICTIVE
created at Bellcore by M. Muller (1992). This method is effective
when the basic control types of a future interface are known
but user feedback on a suitable layout is required. The method
does not require users to draw the interface although they
can supplement the design with additional elements or annotations
to add contents.
The success of the exercise relies on the presence of a facilitator
chairing the meeting. The main role of this person is to ensure
that the group stay focused upon the design problem and ensuring
that every member of the group is given the opportunity to
stand up and present his or her own ideas. Another role is
to summarise all the ideas after the session for presentation
to a design team meeting.
The outcome of a participatory design exercise will be a series
of ideas for screens, layouts, navigation structure, that
can be evaluated by the design team to assess their technical
feasibility and usability. They will thus serve as a first
draft of design specifications. Various techniques are possible
to preserve the designs : the sessions can be recorded on
video, the paper mockups may be stuck down onto a base sheet,
covered with clear plastic, photographed or simply photocopied.
They may then be mocked-up on screen or in hardware form to
further test the ideas. The paper screen designs can also
be used as a ‘walk-through’ exercise to get reactions
from other end users.
User testing
Early pilot studies of a system idea can be carried out using
paper versions of screen displays. These tests can be run
to compare design alternatives, or to contrast with current
procedures. The paper-prototype should be designed to contain
the screens or interactive sequences needed to perform a series
of typical tasks. During the test, a member of the design
team sits in front of a user and ‘plays the computer’
by moving interface elements around in response to the user’s
actions. Alternatively they may write messages on ‘post-its’
to represent elements such as pull down menus or dialogue
boxes. The user makes selections and activates interface elements
by using their finger as a mouse and writing ‘typed’
input. A further person facilitates the session by providing
task instructions and encouraging the user to express their
thoughts and impressions. Notes may be made by other observers
or a video record may be created.
A variant of the paper walkthrough is to produce the screens
as a set of cards. Users are asked to order the cards in the
sequence that seems most appropriate for the activities they
must carry out. The objective is to focus on the flow of user
tasks and identify the appropriate structure of the task-sequence.
(e.g. CARD: Collaborative Analysis of Requirements and Design,
M.Muller 1992). Cards may also be used to elicit data or menu
structures from the user. Each of the data elements or menu
options may be written out on cards and laid out infront of
the user. The user then places the cards into piles to represent
suitable groupings. Common groupings between different user
subjects can be used to structuring the system data or menus.
The method is particularly useful for assessing user reactions
to layout, data structures, and sequencing of screens. However
it is hard to convey to the user the feeling of interacting
with the new system.
The tests allow usability problems to be detected and recommendations
be made at a very early stage in the design process, before
a committing the design to code. Thus it supports iterative
design and multiple evaluations. Further redesign can be carried
out on paper, or the design can be developed on screen to
test the dynamic interactive features.
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