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ISYS6308

User Experience Design


Prototyping
Prototyping
week 09
Overview
This session discussed aspects of prototyping in UX Design, as the activities under
taken to ensure the needs of the user. Why and how prototyping is required. Two
prototyping approach also explained that paper-prototyping and digital prototyping.
Finally, what next after prototyping is done.
Objectives Prototyping
Prototyping

o LO5. Create UX for a Business, base on


design
• Objectives
• Explain why UX projects need
prototyping, and how do project
accomplish the prototyping ?
• Explain the differences between
paper prototyping and digital
prototyping.
• Explain processes for
conducting the prototype ?
• Create prototyping for UX
development project.
Prototyping
• Once you gather feedback, you can
make modifications to the prototype for
• Prototyping is the act of or the art of additional testing.
creating, mimicking, or testing all or • a successful (enough) prototype can keep
part of the functionality of an a project moving forward into other
application or website with users. phases of the development lifecycle.
• Remember that prototyping is a process
• Prototypes can be created in an analog
it’s not an artifact. You might end up
state (such as with whiteboards or creating screens and (sometimes mock)
pencil and paper) or in a digital state functionality that you call a prototype,
(with PowerPoint or Keynote, Acrobat, but these are a part of prototyping;
Visio, omnigraffle, Axure, HTML, or • The outcome of the prototyping process
other technology-based tools). is actionable internal or external feedback
• Prototyping should be an iterative on concepts in order to enhance and
improve the design.
process because prototypes are
generally created to identify issues
with or to validate the user experience.
Prototyping
– Methods for prototyping :
» Analog using whiteboarding,
• Prototyping very effective pencil-and-paper sketching,
when using a representative storyboarding, cardboard cut-outs,
sampling of a system. You and so on.
don’t have to create a » Digital using digital tools that allow
simulation of the entire system, you to create interactive prototypes
and engage your test users in a more
you only need to simulate key
realistic environment.
parts and/or interactions. In – The method selected will largely
most cases, you will want to depend upon the time and materials
test a handful of concepts and available to you, as well as your target
audience and their sophistication
your prototype should include level.
only those concepts.
Paper Prototyping

» Prototyping activities where


the use of paper as a means to
convey an idea or concept as
well as systems or web
applications to users tools • Paper prototyping is flexible and also
needed are pencils and pens, cheap and simple. The process is simple:
paper, scissors, and anything – Sketch the portion of the functionality
you want to test.
you can swipe from the art
– Present the functionality to the user(s).
department or buy at a local – Document the feedback (it’s paper, so
office supply store flip your prototype over and start
writing).
– Then move on to the next user, or
make updates and start over.
7 myths about paper
prototyping

1. I can’t draw well enough to create a


paper prototype.
2. Wireframes are the same as paper
prototypes.
3. I can do it just as well with Visio.
4. Whiteboarding is just as effective.
5. Users behave differently with a paper
prototype than with a real system.
6. It looks unprofessional.
7. I can’t prototype interactivity.
Digital
Digital Prototyping
Prototyping

o Prototyping use digital or electronic media.


o Digital prototyping pulls from many other
aspects of the design process :
o Refer to your personas when presenting or testing
your digital prototype,
o Refer to your wireframes for blocking and visual
treatment of the prototype,
o Refer to visual design assets for a realistic fit and
finish to your prototype.
Digital
Digital Prototyping
Prototyping

o Wireframes can show the audience that


the project is still a work in progress and
not the final, production-ready site.
o During design testing with users, you will
find that the most important aspect of the
prototype is how realistically it represents
the final system.
Digital Prototyping

• The outcome of your digital prototype rests on three


factors:
– Who are you building this prototype for, and why?
– What types of resources, tools, and skills do you have available?
– What does your timeline look like?
Digital Prototyping
o Two ways to build an digital prototype:
 Hand-coding the HTML, is the digital equivalent of a
paper prototype. it is free and easy.
 Using a WYSiWYg editor, such as Adobe
Dreamweaver, Realmac’s Rapid- Weaver, Axure, or
Microsoft Visual Studio. more web-based tools have
begun to proliferate, such as: Handcraft (formerly
Quplo), Justinmind, Balsamiq, ixEdit, Pencil,
Mockflow, JustProto, inVision, and Protoshare.
Digital Prototyping
10 Graphic & Web Design Tools That Will Explode in 2015
1. Webydo : http://www.webydo.com/
2. Invision : http://www.invisionapp.com/
3. Ink : http://zurb.com/ink
4. Infogram : https://infogr.am/
5. Pixlr : https://pixlr.com/
6. Rinse : http://rinse.io/
7. Material-UI : http://material-ui.com/
8. Frameless : http://stakes.github.io/Frameless
9. Typegenius : http://www.typegenius.com/
10.Skillshare : https://www.skillshare.com/
PROTOTYPING TOOLS

http://uxdesignweekly.com/ux-resources/prototyping-tools/
Wireframes are dead,
long live rapid prototyping..?

• Why ditch wireframes?


– Wireframes (which are static by nature) are not
well suited to defining dynamic on-page
interactions, such as expanding content, AJAX
style reveals and animations.
– Wireframes are not very user friendly (which is
kind of ironic for a UX design tool).
– Wireframes are typically very open to
interpretation.
– Wireframes can encourage the ‘lob it over the
fence’ approach to design.
– Wireframes can be too prescriptive.
– Wireframes often add unnecessary drag to the
design process and can encourage death by
documentation (a particularly nasty way to
go).

http://www.uxforthemasses.com/rapid-prototyping/
Wireframes are dead,
long live rapid prototyping..?

• Bypassing wireframes
with rapid prototyping
– Prototypes are a much better at
communicating a design.

– Prototypes are more user friendly.

– Prototypes require less


documentation 

– Prototypes better support user-


centred design.

– Prototypes require less work.

http://www.uxforthemasses.com/rapid-prototyping/
Benefits of prototyping

1. Make The System A • Sometimes developers do not fully


understand what users expect.
Better Quality Prototyping makes it possible to resolve
misunderstandings identification at the
2. Identify Problems beginning of the process. Users can
Early identify possible improvements that can
be made before the system is complete.
3. User Involvement End users feel more involved in the
development of the system. A system
that has been through prototyping will
4. Meet User Needs generally have improved the quality of
design and approach to user needs.
5. Cost Savings cheaper fix system problems in the early
stages of development rather than
towards the end of the project
What Happens After Prototyping?
 Suppose you have completed your prototyping process,
you will need to synthesize your results and turn them
into something actionable.
» If you were paper prototyping, you might need to
begin creating digital wireframes based on the
feedback you received, if you are already in a digital
wireframe mode, you may need to update your
wireframes and proceed through your project
process, or you may need to take your feedback and
update your prototype for another round of reviews.
What Happens After Prototyping?
• Todd Zaki Warfel (www.messagefirst.com), shared that
Prototypes are a way to achieve one or more of the
following goals:
 Work your way through a design
 Create a common communication platform
 Sell your design ideas internally (e.g., to your boss,
other designers, etc.)
 Test technical feasibility
 Test design concepts with end users/customers
o Reference
1. Russ Unger and Carolyn Chandler. (2012). A Project Guide to UX Design: for User
Experience Designers in the Field or in The Making, 2th Edition, New Riders City,
Berkeley, CA, ISBN: 978-0-321-81538-5
2. Jesmond Alen and James Chudley, (2012), Smashing UX Design : Foundations for
Designing Online User Experiences, John Wiley & Sons Ltd., West Sussex, PO19
8SQ.
3. Ezra Schwartz and Elizabeth Srail (2014), Prototyping Essentials with Axure , 2 th
Edition, Packt Publishing, Birmingham, ISBN- 978-1-84969-832-0.
4. http://www.quora.com/What-is-the-difference-between-wire-framing-and-
prototyping-in-UX-design

TERIMA KASIH

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