Paper Prototyping: CSE 556A WUSTL

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  1. 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.
  2. Paper Prototypes are NOT so great for...
    Highly dynamic interface elements; animations, gestural interfaces and games (sometimes).
  3. 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.
  4. For a good paper prototype you should focus on ____?
    Supporting the tasks you will be testing, not random or arbitrary actions.
  5. Some software tools to assist in the creation of the paper prototype?
    • DENIM
    • Sketchflow
    • Balsamiq
  6. 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.
  7. Lo-fidelity prototyping(def'n):
    Building prototypes on paper, and testing them with real users.
  8. Hi-fidelity prototyping (defn)
    Prototypes that are built electronically via higher level language, demo-builders, and multimedia-tools et al.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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
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Paper Prototyping: CSE 556A WUSTL
2015-11-16 05:18:29
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Taken from notes and paper: Prototyping for Tiny Fingers by Marc Rettig
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