7. Before you invest time and money
Prototype for areas you don’t know
Test risky functionality
Validate:
• Core interactions
• Application patterns
• How content is organized
16. The experience prototype allows designers to show
and test the solution through an active
participation of the users.
(2000) Marion Buchenau, Jane Fulton Suri, Experience Prototyping, paper presented at the Symposium
on Designing Interactive Systems.
17. The experience prototype allows designers to show
and test the solution through an active
participation of the users.
(2000) Marion Buchenau, Jane Fulton Suri, Experience Prototyping, paper presented at the Symposium
on Designing Interactive Systems.
18. We all use stories to communicate...and inspire.
Basing stories on fact will help you communicate
your own ideas effectively. Tell your story well:
you'll get buy-in for the design and you'll have
everyone on the same page.
Whitney Quesenbery, Storytelling for User Experience
19. We all use stories to communicate...and inspire.
Basing stories on fact will help you communicate
your own ideas effectively. Tell your story well:
you'll get buy-in for the design and you'll have
everyone on the same page.
Whitney Quesenbery, Storytelling for User Experience
20. Narrative Prototype Interactive Prototype
(Story or Scenario)
Storytelling stands Prototypes often requires
on it’s own, doesn’t moderation, facilitation, or
need context context explained
3rd person 1st person
Storytelling describes a Prototypes tests parts of the
complete experience experience
Explanation Exploration
22. Prototyping Ideas
• Not about rapid, or paper, or high-fidelity or
which software
• It’s for users, not stakeholders
• It’s about the ideas
23. Prototyping Ideas
• Does it make sense to users?
• Is the framework valid?
(collection of features that play nice together)
• Does the application pattern work?
(common ways to present task based applications)
• Is the content organized logically? Is it the
right content?
• Getting questions answered!
44. Charmr Design Principles
• Wear it during sex
• Make better use of data
• Easy to learn and teach/No numbers
• Less stuff
• Keep diabetics in control
• Keep diabetics motivated
Adaptive Path’s User Intensive, 2011
45. Palm Pilot Design Principles
■ Fits in a shirt pocket
■ Syncs seamlessly with PC
■ Fast and easy sync
■ No more than $299
Adaptive Path’s User Intensive, 2011
46. Design Principles
• More than just requirements or specs. Non specific!
• Combines the structured findings of research with the best ideas
of ideation
• Should be specific as possible and catchy
• Unique to your product or design
• More important than any one design
• Use to determine what concept to move forward with
• Also for making decisions during the project
Adaptive Path’s User Intensive, 2011
49. Different concepts
• Develop multiple ideas
• Test against design principles
• Extremes in concepts for contrast and
comparison
50. Make them different
• Different IA: Labels, navigation, content
• Different Information Design: Hierarchy and
emphasis
• Different Interactions: Different design patterns
(ex: sliders vs. dropdowns, hovers vs. lightboxes)
51. Make them different
• Making each unique
• Design extremes between concepts
• Welcome gaps
52. Ideas on a spectrum
• More interactive > less interactive
• More content heavy > less content heavy
• Different messaging, or prioritized content
differently
• Different order of steps
• Different interaction models
(example: slider vs. drop-downs)
53. When not Keynote?
When custom
interactions are the ‘thing’
you need to validate
56. Evaluating Criteria
• Discoverable
• Trustworthy
• Appropriate
• Responsive
• Smart
• Clever
• Meaningful
For more, read
• Pleasurable Designing for Interaction
by Dan Saffer
57. Hitting many is great, but usually you are going to
just hit a few key criteria depending on goals.
• Discoverable
• Trustworthy
• Appropriate
• Responsive
• Smart
• Clever
• Meaningful
• Pleasurable
58. Hitting many is great, but usually you are going to
just hit a few key criteria depending on goals.
• Discoverable
• Trustworthy
• Appropriate
• Responsive
• Smart
• Clever
• Meaningful
• Pleasurable
61. Concept: The One-pager
Successes:
• easy to understand the steps
• very narrative
• good mix of visual and textual
information
• everything in one place/page
62. Concept: The Worksheet
Successes:
• Great for feedback about
process and progress
• Good for monitoring the
“running total”
• A good format for making
suggestions (e.g. things you
might need to provide for with
your coverage)
• Easy to take in at a glance or
take away to share
63. Concept: The Policy Explorer
Successes:
• Everything all in one place
• Easy to play with and see the
connections and implications
between the concepts
• Less about process and more
about action
64. 64
Since last time: Concepts and Testing
Themes
What follows are the major themes we saw during concept
testing with customers. We’ve called out specific aspects,
features, etc. of the concepts that represent these themes.
65. 65
Themes: Estimating is central
• The estimate serves as a high-
level anchor
• An estimate of some sort needs to
be front and center (either a real
estimate/quote or examples like
the snapshot grid)
• Members must be able to quickly
get to a number (either because
we suggest something, or it’s easy
to generate)
• Use “Estimate” rather than
“quote”
• Saving estimates is important (but
in way that highlights differences)
Snapshot grid
Quick access to estimate
Realtime estimate update
66. 66
Themes: Provide deeper information
• Deep information should not be “in the
way” but should be easily accessible
Contextual help • Contextual relevance is key -- offer
things at the right time/place
• Content should be accessible in levels
or “escalation”
1. Links to available content (call out
or tool tip, highly contextual)
2. Nugget (“executive summary”)
3. Full detail (not necessarily long
article)
• Explaining policies is the most important
area for deeper information
• People appreciate and trust the
Explanation of policy, executive summary company’s expertise; they want deeper,
editorialized information from you (“Tell
Me More”)
Highlight explanation of policies
67. 67
Themes: Comparisons
• Policy and prices side by side
is powerful
• Comparisons should come with
suggestions or the company’s POV
• Allow comparison at different levels
1. Static/initial (snapshot grid)
2. Personalized (when selecting a
policy/estimate, contrast to other
options)
3. Custom (comparing saved quotes
– what were the differences?)
Policy comparison grid
Policy Comparison with suggestions
68. 68
Themes: Play Around
• Let people perform tasks quickly
• Keep as much in one place as possible
• Allow adjustability and quick feedback -
“massaging the data”
• Allow them to hit the target that is right
for them (could be price or coverage or
policy)
• Especially good for numerical
adjustments, but may be more difficult to
use for policy and health
Policy characteristics
Policy, coverage, and health
71. Guiding the user
during testing
• Thinking out load
• Nobody likes to admit they don’t know
something or can’t figure something out
• Designers observe
• Tell participants: no wrong answers
• Can’t offend us (“not my design”)
• Interview based tasks
72. Create a protocol!
• Prompts for your interview session
• Based on key objectives you want to learn, or
key questions you want answered
• Is meant as reminders, not a rigid script
73. Interview based tasks
In interview-based tasks, the participants interests are discovered, not assigned. Unlike
scavenger-hunt tasks, the test's facilitator and participant negotiate the tasks during
the tests, instead of proceeding down a list of predefined tasks.
Because each task is drawn from the experience and interest of each participant, no
two participants perform exactly the same tasks. As we're looking for the usability
problems that pop up, we're also looking for how the user approaches their problem
and the level of detail they require.
Surprisingly, we often see multiple participants run into the same problems. Even
though their tasks are radically different, they have very similar experiences.
As each participant designs their own tasks, they are telling us how they think about
the content on the site, giving us insight into the words we choose for links and how
we organize the material.
Jared Spool (http://www.uie.com/articles/interview_based_tasks/)
80. Links
Blue arrow indicates
an object is linked
about us about us
Doesn’t show when
you ‘play’ prototype
Nulla dui purus presentation
81. Master Slides: Time Saver
Create your templates here
Create master slide
templates for elements you
know will be the same from
Can be applied page to page (or state to
to multiple pages state)
82. Linking Pages
Select objects on screen and link
to new page or state
Use the palette to select where
you want the link to go. (it will
remember the slide if you change
the order)
83. Home about us blog contact
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Get Started!
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91. That get’s you up and running today.
But for proper advanced Keynote prototyping:
Travis Isaacs’
Keynote Kungfu Black Belt
http://www.slideshare.net/tbisaacs/keynote-kungfu-black-belt
92. Thank you!
Chris Risdon
Lead Experience Designer, Adaptive Path
@chrisrisdon