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From Scenarios to Paper Prototypes

From Scenarios to Paper Prototypes. Chapter 6 of About Face Defining requirements Defining the interaction framework. Defining requirements. Steps: Problem and Vision statements Brainstorming Identifying persona expectations Scenarios Identifying needs. Persona based Scenarios.

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From Scenarios to Paper Prototypes

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  1. From Scenarios to Paper Prototypes • Chapter 6 of About Face • Defining requirements • Defining the interaction framework

  2. Defining requirements • Steps: • Problem and Vision statements • Brainstorming • Identifying persona expectations • Scenarios • Identifying needs

  3. Persona based Scenarios • “a concise description of a persona using a software-based product to achieve a goal“ [Cooper, Inmates are Running the Asylum, pg. 179] • Derived from information gathered during User Modeling (interviews etc)

  4. Context Scenarios • Focus on Context Scenarios • Textual description • Broad outlines of how someone interacts with your application • Not a description of interaction details like dialogs. • Focus on goals, don’t worry yet about how things will be accomplished

  5. Questions addressed by Context Scenarios (Cooper, pg 80) • What is the setting in which the product will be used? • Will it be used for extended amounts of time? • Is the persona frequently interrupted? • Are there multiple users on a single workstation/device? • What other products is it used with? • How much complexity is permissible, based on persona skill and frequency of use? • What primary activities does the persona need to accomplish to meet her goals? • What is the expected end result of using the product?

  6. Identifying needs • List what needs to be in the application to satisfy the context scenario • Data needs: objects and information • Functional needs: operations need to be performed on objects “Call (action) a person (object) directly from an appointment (context)” • Similar to tasks, but also includes the objects

  7. Defining the interaction framework • Note –This diverges from Cooper’s steps. • Determine Form Factor and Input methods: • Tablet using pen • Construct Key Path Scenarios • Paper prototype • Determine functional and data elements

  8. Construct Key Path Scenarios • Spell out the gritty details at the task level for the primary actions and pathways through the system • E.g. For email: viewing and composing mail • Start with a list of tasks • Interaction best shown through paper prototypes (Cooper calls it storyboarding)

  9. Paper Prototypes • Prototypes using paper that represent of the user’s interaction with the application • Advantages: • Easy and fast to create • Hand drawn nature focuses on structure of interaction rather than on visual features (icon design etc) • Encourages users to suggest change

  10. Paper Prototypes • You do a paper prototype for a particular set of key path scenarios • Complete high-level menu structure and interactions • All the dialogs, menus, etc to complete the key path scenario(s) • Include “real” data in the prototype so users have context

  11. Functional & Data Elements • Look back at the needs you identified and think about how those needs will be supported in the interface • Panes, frames, other containers • Individual on-screen buttons, menus, controls needs • Groups of on-screen controls

  12. Questions to consider • Which elements need a large amount of real estate and which do not? • Which elements are used together? • In what sequence will a set of related elements be used?

  13. Building the paper prototypes • One piece of paper or card stock is the screen • Put everything that might need to move on a post-it (pull down menus, buttons, ..) • Windows: pieces of paper, decorate windows with title bar • Pull-down menus, name goes on window, contents on a post-it. • Draw buttons, check boxes on windows

  14. Paper prototype examples

  15. Interviewing with a paper prototype • Don’t do a demo. • Give user a task to accomplish with prototype (e.g. grade this assignment) • Critical that this user actually does the work your application is for • Ask the user to talk out loud as they do things, explaining what they are doing. • Be flexible – the user is never wrong, adjust the prototype to meet their expectations

  16. Team responsibilities • One person facilitates the interview, talking with the user and acting as “super help”. • One person acts as the “computer” making the prototype work as it should • Have another person assist the “computer” if there is lots of data to configure on the spot (write on post-its) • Everyone else takes notes

  17. Online references • User Interface Engineering • Five Paper prototyping tipshttp://world.std.com/~uieweb/paperproto.htm • Using Paper prototypes http://world.std.com/~uieweb/paper.htm • Online Computer Library Center • Nice step by step article of how they do paper prototyping http://www.oclc.org/usability/prototyping/oclc.htm

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