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Paper prototypes are great for...
- Evaluating mental model, language and functionality choices -- does general flow make sense to user, and does the user recognize what they can do and how they can do it(?).
- Getting honest feedback -- avoid issue with raised expectations, and holding back becuase of percieved "almost done" product.
Paper Prototypes are NOT so great for...
Highly dynamic interface elements; animations, gestural interfaces and games (sometimes).
What makes a good paper prototype?
- A good paper prototype accurately captures the tasks that you intend to test.
- Users should be able to click the buttons, interact w/ the menus scroll etc... whatever your interface needs to do.
For a good paper prototype you should focus on ____?
Supporting the tasks you will be testing, not random or arbitrary actions.
Some software tools to assist in the creation of the paper prototype?
Are there any advantages of using software tools to assist the creation of paper prototypes?
- Makes transition to higher fidelity easier.
- Collaborative design -- Paper makes it easy to combine sketches from multiple users. Balsamiq and Google Drive come close.
Building prototypes on paper, and testing them with real users.
Hi-fidelity prototyping (defn)
Prototypes that are built electronically via higher level language, demo-builders, and multimedia-tools et al.
Problems with hi-fidelity prototypes...
- Take too long to build
- Reviewers tend to comment on fit and finish issues, fonts, styles of buttons etc.
- Developers resist change (worked hard on it)
- Single bug on a hi-fi prototype can bring a test to a complete halt.
Why Lo-fi prototyping works...
- Educates developers to have a concern for usability and formative evaluation.Maximizes the number of times you get to refine your design before you must commit to code.
Three steps to build the paperprototype
- 1: Assemble the kit -- raid the office suply store.
- 2: Set a deadline -- no matter what you aren't going to start getting it right until you put something in front of users and star refining the idea, based on their experience with your design.
- 3: Construct models, not illustrations -- must be easy to control by person who is playing the computer.
Three steps for preparing for the test:
- 1: Select your users -- understand the people using the software.
- 2: Prepare the test scenarios -- drawn from task analysis Scenarios should represent a reasonably small set of functions, yet are broad enough to allow meaningful testing.
- 3: Practice -- shake the bugs out of the prototype, misunderstandings missing components etc.
Conducting the Test: four roles of the test group.
- Greeter --welcomes users and puts them at ease, and explains what is going on.
- Computer -- person playing the computer, must know the application logic thoroughly.
- Facilitator --takes lead once test is set up. gives user instructions, encourages user to speak freely durring the test, and making sure everything gets done on time.
- Observer-- Remainder of team, takes notes quietly