Archive for the ‘Prototyping’ Category

The video above illustrate one week in two minutes on IDEO. Note that are no computers involved in this sketching sessions. At a first look could sound weird to work with interaction design without computers. But, IMHO it is impossible to design optimal experiences without a paper and a set of pencils and pens. BTW, there’s a lot of people spending a big amount of money and time designing only in computers within not-so-easy-to-use softwares that only designers or even engineers could operate.

And when we talk about paper prototyping, people often argue that paper is not relevant to usability tests or it’s a wasted time because paper prototype is too low-fidelity to get ideas in a project. Well this is not just false, but it’s even a wrong way think in design means. Bill Buxton in Sketching User Experiences wrote about the Laseau Funnel as a process in design. The overlaped funnel illustrate the whole process, so you come with a lot of ideas, make a lot of rapid sketches and than you move to more specific and detailed prototypes. The prototypes turn into more and more expensive ones, at the same time you get less design alternatives.

Design Funnel

Following this funnel, it’s better to start with a bunch of ideas, than just one closed mental model. Of course! If you start with a closed mental mental, you’ll probably have more work to redo in future. It’s not easy to change something after developing or even after a detailed prototype. Engineers reacting to rework is a common scenario where paper sketches are not a reality. Carolyn Snyder in the book Paper Prototyping points out more advantages than just economic factor. She wrote that paper prototyping is a excellent media to test with users and there’s a lot of advantages comparing to hi-fi prototypes:

  • It is less intimidating than a computer.
    Technophobes, elders or kids could feel better with a piece of paper than a monitored computer in a usability test session.
  • More creative feedback.
    Users and stakeholders feel more confortable and creative when testing a paper prototype. They usually propose more changes and improvements, than a “final version” interactive prototype.
  • No nitpicky feedback.
    When testing a hi-fi prototype users tend to pay attention to minor visual issues or even colors. When you use paper prototype is all about interaction and experience, nothing more than this.
  • Earlier Communication across Disciplines.
    Engineers, designers, clients, users can communicate early in firsts days of a project, so this minizes the impact on changes and keep the UX richer.
  • Multidisciplinary teams can participate.
    You don’t have to be an specialist to understand and iterate with a paper prototype, this means more participation and clearer discussions.
  • Avoiding miscomunication.
    Paper prototypes can be used as a rapid documentation in order to avoid miscomunication between UX designers and engineers, for instance.  Here is a great pattern you can use to document your project.
  • Opinion wars.
    As ideas are more physical, it’s easier to discuss them. It’s even easier to compare  and avoid opinion wars.

So, find your old pencils, pens and paper and start sketching, better now than tomorrow!

PT_1033

How many times I have tried to understand a electronics schematics? or just looking how to illustrate a specific component. For designers who usually build electronic prototypes, all thigs get mad :/ This is what a crazy guy did in a considerable free time. He categorized all those components for us! But the better is comming… A tag organization allows to filter by format (rectagle, triangle, etc), atritbutes like arrows, dotted lines e everything else that looks like a Chinese horoscope symbol. So, save this bookmark in your delicious with love.