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PROTOTYPING DIGITAL ARTIFACTS AND SOFTWARE 177

 METHOD    PAPER PROTOTYPING 

PAPER
PROTOTYPING
In paper prototyping, the screens of a digital Paper prototyping is a common low-fi-
interface are hand sketched on paper and delity method to prototype and test
presented to a user to quickly test interfaces. software and interfaces using interactive
paper mock-ups.01 The different screens
of the interface are hand sketched on pa-
Duration Preparation: 1–2 hours to a couple per and presented to a user. The user can
of days, depending on the ­complexity then use the interface by “­clicking” with
of the prototype
her finger, indicating what she wants
Testing: Approximately 1–2 hours
per user/group
to do. A researcher simulates the oper-
ation of the computer or device simply
Physical requirements Space (in context or in the studio), by replacing the screen page with the
pens, scissors, glue, paper/­cardboard, next one or by adding d ­ etails on small-
sticky notes, overhead foil, foil mark-
er pieces of paper onto the sketch (e.g.,
ers, digital camera
to add pop-ups).
Energy level Low Paper prototyping has been part
of the tool set in prototyping software
and interfaces since the early 1990s and

CHAPTER 07    PROTOTYPING METHODS 


Researchers/Facilitators 1 or more
rightfully earned its place. The main
Participants 4–8 is a good group size reason for the success of this ­method is
that – especially early in the ­process –
Research techniques Use-it-yourself, participant observation the ­interfaces are much faster to build
on paper than using digital mock-ups,
Expected output Research data (specifically bugs, let alone programming. Plus, they are
insights, and new ideas), raw ­video foot- easy to change as well, even during ▶  
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age and photos, documentation of the


tested v
­ ariants, and, of course, the paper
prototypes themselves 01 See Snyder, C. (2003). Paper Prototyping: The Fast and Easy Way to Design and
Refine User Interfaces. Morgan Kaufmann.
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 METHOD    PAPER PROTOTYPING 

the test of the prototype itself. Try ­ erformance data (­responsiveness or


p Step-by-step guide
this with code. latency of the ­application), or ­presenting PREPARATION
In addition, research comparing the ­prototype to management or other
­low-­fidelity paper prototyping against ­stakeholders who are not familiar with Choose a persona or user type:
 1  
computer-based, high-fidelity proto- ­low-­fidelity prototypes. What user are you going to test this
types has found that “low- and high-fi- Sketches of wireframes are a great paper ­prototype with? Choose a per-
delity prototypes are ­equally good at starting point for paper prototypes. sona or a s­ pecific user type.
­uncovering usability issues.”01 Even Wireframes give you a good overview of
though a paper prototype is quite lo-fi in the layout of the site or application – but Review scope and ­prototyping
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its ­basic ­appearance, it can be high-fidelity they often do not contain real content, ­questions: Review the scope and
in other aspects, like the navigational and instead use placeholders rather the p ­ rototyping ­questions for this
structure or the actual set of features, than real images or copy. This makes it ­prototyping ­activity. What do you
thus delivering deep insights for these harder for the audience to use them in want to learn? Do you want to
areas early on. test scenarios since a lot of (too many?) test the whole or just a part of the
Of course, there are limitations. gaps are left for the user to fill in. So, ­interface? What are the tasks that
­Medium-­specific problems, for ex- start with the wireframes and quickly you ­expect the chosen user to do?
ample, ­cannot be ­tested. Many paper add key content. How ­detailed do you need or want

CHAPTER 07    PROTOTYPING METHODS 


prototypes also ­deliberately leave out Another intriguing aspect is the to get? Make a list of the tasks you
most of the look and feel. However, ­impact of this method on decision want to test for later. Also think
­paper prototypes are still ­especially ­making. Paper ­prototypes are a minor about who you want or need to
­helpful when ­exploring ­different ­design investment and clearly c­ reated to be ­involve. Is it just for within the
­directions. ­High-fidelity ­prototypes, on thrown away. This makes it easier for project team, or are you p ­ lanning
the ­other hand, play their strength when those who created the prototypes to to ­involve ­potential users or oth-
it comes to ­actual look and feel, true let go and e­ mbrace necessary changes. er stakeholders?
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Similarly, ­actual ­users taking part in the


01 See Walker, M., Takayama, L., & Landay, J. A. (2002). “High-fidelity or Low-Fi-
delity, Paper or Computer? Choosing Attributes When Testing Web Prototypes.” test tend to feel more ­comfortable about Sketch necessary parts:
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In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol.
46, No. 5, pp. 661–665). SAGE Publications. suggesting changes. Create ­hand-sketched versions of
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 METHOD    PAPER PROTOTYPING 

e­ verything the user will deal with


while ­using the interface. Make sure
this ­includes not only ­windows,
menus, ­dialog boxes, pages, pop-up
windows, and the like but also actual B
key content and/or plausible data.

Assign roles and prepare: Split your


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team to take on the roles of user,
(­computer) ­operator, and ­observer.
Apart from you as the ­facilitator,
all roles can be played by one or
more ­people. Give them some time
to prepare and ­practice their roles
for the test and ­subsequent steps.
Specifically, give the ­person or peo-
ple who will act as the user(s) a few

CHAPTER 07    PROTOTYPING METHODS 


minutes to familiarize ­themselves A

with and empathize with the needs,


­motivations, and context of the
­chosen persona or user type. ▶  

A Creating hand-sketched versions of the ­interface: windows,


menus, dialog boxes, pages, pop-up windows, and so on.
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B Conducting the test: a user “clicks” (i.e., touches the but-


tons with a f­ inger). As the user starts to use the interface,
the operators react and simulate the changes in the inter-
face by replacing or adding parts of the interface.
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 METHOD    PAPER PROTOTYPING 

Step-by-step guide what you would like to change or try not say/print/bleep it, the operators
USE/RESEARCH next. Briefly discuss the issues you should not either.01
discovered and prioritize them.
Test the prototype: Now conduct
 1    →  D
 iscuss if necessary: You can
your test. Introduce the ­project and Revise your prototype (optional):
 3   ­consciously decide to enable a team
the ­context of your prototype and Changes to paper prototypes can be ­discussion if this becomes ­necessary
ask the user to ­perform a certain made very ­easily and quickly. So, during the process – for example,
task from your list. Briefly ­explain are there any changes you should over a roadblock that cannot be
how he can “click” (i.e., touch- make right now? solved right away. ◀
ing a button or a link with a fin-
ger) or “type” (i.e., ­writing data Decide on the next task and iterate:
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in ­appropriate fields using a pen). Check off the task that has just been
As the user starts to interact with ­simulated and quickly decide which
the ­interface, the ­operators ­react and you want to try next. Then go again.
simulate the ­changes by replacing or
adding parts of the interface. Iterate
until the user has ­completed the task Method notes

CHAPTER 07    PROTOTYPING METHODS 


or failed horribly.
 →  
Speak out loud: Encourage
Keep a list of bugs, insights,
 2   ­users to t­ hink out loud while they
and ideas, and review issues: go through these tasks.
During the whole test the observers
will record their ­observations and  →  
Silent operators: The operators are
create a list of the issues that they usually silent. Ask them to refrain
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­discover. After each testing session from ­explaining how the prototype
take a few moments to reflect on should work. The rule of thumb is:
01 Of course, you can always temporarily lift that rule to have the opera-
what worked, what didn’t work, if the device or computer would tors help the user.

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