0:00:01.077,0:00:02.904 Hi there, welcome back! 0:00:02.904,0:00:08.483 Early on the course, I outlined a design process that favours rapid exploration early on. 0:00:08.483,0:00:11.466 Now let’s learn how to actually accomplish that. 0:00:11.466,0:00:16.249 In this video, we’ll dive into three techniques for rapidly producing prototypes. 0:00:17.233,0:00:22.915 Over the course of your project, the fidelity of the prototypes that you create is going to increase, 0:00:22.915,0:00:27.298 and you’ll want to pick tools that reflect where you’re at in terms of the design process, 0:00:27.298,0:00:31.942 not using stuff that’s too high-fidelity and too time-consuming early on. 0:00:31.942,0:00:37.059 So, for example, you might start out by storyboarding, which is the first technique we’ll learn today. 0:00:37.059,0:00:40.909 That will give you a sense of the tasks and the scenarios you’d like to support. 0:00:40.909,0:00:45.366 Then you might move on to paper prototypes, and from there digital mockups. 0:00:45.366,0:00:49.331 Then, if you’re in the web domain, some static HTML. 0:00:49.331,0:00:54.410 And, only then, get dynamic — add in the database and the other fancy parts. 0:00:54.410,0:00:57.887 Picking the right tool for the job helps you focus on the questions that you have 0:00:57.887,0:01:00.991 at that particular stage of the design process. 0:01:00.991,0:01:03.617 So, in the video we’re going to talk about storyboarding, 0:01:03.617,0:01:05.873 creating and testing paper prototypes, 0:01:05.873,0:01:08.391 and moving on to digital mockups. 0:01:08.391,0:01:11.794 One of the easiest mistakes to make in interface design 0:01:11.794,0:01:18.586 is to focus on the user interface before you focused on the tasks that the interface’s going to support. 0:01:18.586,0:01:21.650 And, if you got one thing out of storyboarding, 0:01:21.650,0:01:26.714 the piece to understand is that storyboarding is all about tasks. 0:01:26.714,0:01:33.630 Here’s an example from the “Lifealyfics” project team from my Stanford HCI class in the Fall of 2011. 0:01:33.630,0:01:36.745 They were interested in user interfaces for behaviour tracking, 0:01:36.745,0:01:39.948 and here are a couple of the early storyboards that they produced. 0:01:39.948,0:01:41.639 What’s nice about a storyboard is 0:01:41.639,0:01:46.712 in just a few panels you can convey what the user interface will help a person accomplish. 0:01:46.712,0:01:51.301 And a good storyboard is nearly always going to have an actual person in there. 0:01:51.301,0:01:55.203 Another thing that you can see in these storyboards is that they communicate flow: 0:01:55.203,0:02:00.130 Much like a comic strip, it’s showing what’s happening at key points in time. 0:02:00.130,0:02:05.179 One of the biggest worries about creating storyboards is that they’d tell me “Ugh, I can’t draw!” 0:02:05.179,0:02:09.839 But storyboarding isn’t about beautiful drawing; it’s about communicating ideas, 0:02:09.839,0:02:14.283 and I think that everyone can learn how to visually communicate ideas. 0:02:14.283,0:02:20.326 In some ways, bad drawing is actually an asset, because then all you can do is focus on the content. 0:02:20.326,0:02:25.265 I said that good storyboards nearly always include a person who’s actually using the interface, 0:02:25.265,0:02:30.007 and so, to get you started, I’d like to teach you my favourite trick for storyboarding. 0:02:30.007,0:02:34.817 I learnt this from Bill Verplank. Bill and I taught together at Stanford for several years. 0:02:34.817,0:02:40.909 And Bill, [inaudible] for generations, has taught people how to draw “Star People”, and it goes like this: 0:02:40.909,0:02:41.861 [Professor Klemmer starts drawing a “star person”] 0:02:43.045,0:02:46.949 We call it a “star person” because the body of the person is kind of like a star, 0:02:46.949,0:02:51.590 and you can have them doing all sorts of things, so somebody can be holding something, 0:02:51.590,0:02:58.460 or they can be reaching up to touch maybe something on a big screen. 0:02:58.460,0:03:01.302 You can add any dynamics that you want. 0:03:01.302,0:03:04.373 If you need to, you can show where people are looking. 0:03:04.373,0:03:06.777 If you want, you can distinguish different people in the scenes — 0:03:06.777,0:03:14.502 so you can colour them in a little bit, or you can add a sheriff’s badge. 0:03:15.641,0:03:17.978 And, when you put it all together, you can get something like this. 0:03:17.978,0:03:22.957 These are some images from the storyboarding guide that we’ve linked from your assignment. 0:03:22.957,0:03:27.117 One of the very first things a storyboard should do is to illustrate a goal. 0:03:27.117,0:03:30.999 Like in this storyboard, it’s “Let’s check out places in SF!” 0:03:30.999,0:03:35.050 You can show how a task unfolds, and here you can see some “star people”, 0:03:35.050,0:03:39.246 and they’re explaining what they’re doing, so here they’s saying “Here we’re in San Francisco.” 0:03:39.246,0:03:43.563 And by the end of the storyboard you’ll want to show how they accomplished what their goal was, 0:03:43.563,0:03:48.999 or, in some other way, have a satisfactory outcome at the end of the storyboard. 0:03:49.523,0:03:50.978 And as a mall shows, 0:03:50.978,0:03:55.682 even with a really simple visual language, there’s a whole lot you can do to get your point across. 0:03:56.113,0:03:58.233 So, storyboards should accomplish three things: 0:03:58.233,0:04:02.155 First, it should accomplish the setting: Who are the people involved? 0:04:02.155,0:04:05.819 what’s the environment? and what tasks are they trying to do? 0:04:05.819,0:04:12.535 Next, it should show the sequence: What are the steps that they do to accomplish the task? — 0:04:12.535,0:04:17.211 Not necessarily what user interface’s exactly where the buttons and widgets are, 0:04:17.211,0:04:23.289 but what role the user interface plays in helping them get their goal achieved. 0:04:23.289,0:04:28.711 And one the the first steps is going to be: What leads somebody to use the app? 0:04:28.711,0:04:34.479 In the mall’s example, that began with somebody saying “Let’s check out places in San Francisco!” 0:04:34.479,0:04:38.046 That’s the springboard that clearly motivates people to go to the application. 0:04:38.046,0:04:46.629 And then your app can easily and clearly show what’s the task that the idea you have is supporting. 0:04:46.629,0:04:49.613 And then finally, at the end, you’ve got the satisfaction — 0:04:49.613,0:04:53.285 How does what motivated them to use the app in the first place, 0:04:53.285,0:04:58.640 how does that connect to their achieving that in the end of the sequence? 0:04:58.640,0:05:02.124 Questions your storyboard can help you think about are: 0:05:02.124,0:05:06.819 “What is it that enables people to accomplish, and what need does your application fill?” 0:05:06.819,0:05:10.318 I really like storyboards for their holistic focus; 0:05:10.318,0:05:14.108 it enables you to think through how you might support a task 0:05:14.108,0:05:17.620 without committing to a particular user interface — 0:05:17.620,0:05:23.203 that’s the magic, and this is especially important when you’re designing as a team, 0:05:23.203,0:05:29.207 because the idea that’s in your head may or may not be the same as the idea that’s in somebody else’s head. 0:05:29.207,0:05:33.095 Or, you may have this great idea, but people don’t know what you’re talking about yet. 0:05:33.095,0:05:38.271 Once you’ve got it out on paper and concrete, it makes it much easier for poeple to have common ground, 0:05:38.271,0:05:41.013 and agree on how to move forward. 0:05:41.013,0:05:44.872 When you’re storyboarding, I suggest imposing extremely harsh time limits on yourself, 0:05:44.872,0:05:47.727 like 10 minutes for a storyboard. 0:05:47.727,0:05:52.892 It can be easy to try and get everything beautiful even if you’re sketching out with pen and paper, 0:05:52.892,0:05:54.828 but that’s not the point! 0:05:54.828,0:05:58.163 Once you’ve got a rough idea of what your application’s going to accomplish, 0:05:58.163,0:06:00.953 you can start to think about how you’re going to implement that, 0:06:00.953,0:06:04.844 and by implement I mean “What’s it going to look and feel like to the user? 0:06:04.844,0:06:07.378 What’s the actual user interface is going to be?” 0:06:07.378,0:06:10.558 And for figuring out the user interface at an early stage, 0:06:10.558,0:06:15.405 the very best technique that I know is to use paper prototyping. 0:06:15.405,0:06:18.096 Paper prototyping is exactly what it sounds like: 0:06:18.096,0:06:23.372 You’re going to make a mockup of the user interface, and, instead of doing it on the computer, 0:06:23.372,0:06:27.784 which can take a lot of time and encourage you to try to get it beautiful and exact, 0:06:27.784,0:06:32.736 you’re going to use paper, Post-It notes, and markers, to sketch things out really quickly. 0:06:32.736,0:06:36.021 Here’s an example, it’s again from the “Lifealyfics” team. 0:06:36.021,0:06:39.382 These are the paper prototypes that they made: 0:06:39.390,0:06:40.767 (Lifealyfics / Discover What Makes You Happy / (Begin) 0:06:40.767,0:06:42.067 Here’s How It Works / 1. We’ll send you random texts throughout the day, at the frequency you select. / 2. You input your [illegible] and activity / (Then What?) 0:06:42.067,0:06:43.398 3. At the end of the week, we’ll send you your results, and you’ll realize what makes you happy and fulfilled! / (Start) 0:06:43.398,0:06:46.036 Step 1 of 3 / Enter phone number [text field] / (Next) 0:06:46.052,0:06:48.229 The more texts you respond to, the more accurate your personal graph will be! / How many texts per day do you want to receive? [dropdown] 0:06:48.229,0:06:49.532 Step 2 of 3 / How many times per day do you want to get a text? 0:06:49.532,0:06:50.821 Step 2 of 3 / How many times per day do you want to get a text? / (Next) 0:06:50.821,0:06:53.167 Step 3 of 3 / Earliest text: [dropdown] / Latest text: [dropdown] / (Next) ) 0:07:07.049,0:07:10.585 Here’s some tips for making effective paper prototypes: 0:07:10.585,0:07:13.245 First, store all your materials in one place. 0:07:13.245,0:07:20.528 You’re going to want to get a bucket of markers, maybe some Post-It notes or index cards. 0:07:20.528,0:07:26.190 If you’ve got a mobile device that you’re simulating, you might even make a mockup of something like that, 0:07:26.190,0:07:29.166 and you can slide in and out different interface widgets. 0:07:29.658,0:07:32.602 Just like the storyboards, it’s important to work quickly. 0:07:32.602,0:07:34.738 And if you had a widget that you’re going to use a lot of — 0:07:34.738,0:07:38.291 like radio buttons or sliders or something like that — 0:07:38.310,0:07:41.239 sometimes it can be faster to photocopy them on a photocopier, 0:07:41.239,0:07:48.829 so you can make one version and then photocopy it to have a whole bunch. 0:07:48.829,0:07:52.586 Sometimes, good paper prototyping is kind of like playing make-believe as a kid. 0:07:52.586,0:07:56.242 So, if you’ve got something that’s complicated or highly interactive, 0:07:56.242,0:07:58.307 you can just imagine what it would be like, 0:07:58.307,0:08:02.699 and so you can role-play that out with the person who’s trying out your application. 0:08:02.884,0:08:05.561 It can be helpful to have a frame to put your interface widgets in. 0:08:05.561,0:08:07.836 Here we have a mobile frame. 0:08:07.836,0:08:12.344 You can also stick things right on the device itself, 0:08:12.344,0:08:16.512 So, if you want to make a mobile screen shot here,… 0:08:21.943,0:08:24.850 Mobile user interface! 0:08:25.558,0:08:30.508 Or, if you have a desktop user interface, you can take, like, a 11-by-14 sheet of poster board 0:08:30.508,0:08:32.769 and put all of your elements on that. 0:08:32.769,0:08:36.215 Good paper prototyping is also like collage — you can mix and match fidelities. 0:08:36.215,0:08:41.234 So you can use printouts of actual screen shots; draw and annotate on top of that — 0:08:41.234,0:08:43.989 anything that you want that can get your point quickly. 0:08:43.989,0:08:46.780 And to help the person who’s trying out the prototype 0:08:46.780,0:08:51.435 make the conceptual leap between the sketch on paper and an interactive system, 0:08:51.435,0:08:55.339 you can add in a little widgets and chrome of your user interface 0:08:55.339,0:08:58.122 to convey that it’s part of a larger operating system. 0:08:58.122,0:09:01.839 Paper prototyping is not only fast and efficient; 0:09:01.839,0:09:08.184 it’s also really fun, and you can get really creative in figuring out different ways to convey interactions. 0:09:08.184,0:09:12.953 If you’ve got layers in your user interface, you can use transparencies as a way of showing them. 0:09:13.861,0:09:16.541 If you have popup menus, you can make the back sticky, 0:09:16.541,0:09:20.551 so that can stay on the right place on top of the main interface. 0:09:20.551,0:09:23.090 You [can] use any kind of marker or pen you want; 0:09:23.090,0:09:29.192 you can have things be coloured, [or] just black-and-white — Anything you can think of. 0:09:29.192,0:09:37.014 You can use poster board (like this), or cardboard, index cards, foamcore — 0:09:37.014,0:09:40.766 anything you want as a backing material. 0:09:40.766,0:09:43.730 Things like tape are handy to have around. 0:09:43.730,0:09:49.002 If you’d like to be able to have repeatable user input, you can use whiteboard markers or transparency pens, 0:09:49.002,0:09:53.145 and have a whiteboard or a sheet or transparency that the user input goes on, 0:09:53.145,0:09:55.811 and then you can take it away when you’re done. 0:09:55.811,0:10:00.647 To be able to add structure to your user interface, you can have line widths of different thicknesses. 0:10:00.647,0:10:07.443 So, you can have a thicker line that’s for the major elements, and a thinner line for the minor elements. 0:10:09.319,0:10:15.130 And you can have a stack or either Post-It notes or index cards to show the tab panes of your user interface. 0:10:15.130,0:10:19.396 So, the different layers can be on sheets beneath. 0:10:19.396,0:10:22.345 Here you can see a wonderful widget from the “Lifealyfics” team, 0:10:22.345,0:10:27.017 where they’ve created a sliding window inside a mobile phone mockup 0:10:27.017,0:10:32.234 as a way of conveying how something would change over time and in response to user input. 0:10:32.234,0:10:35.920 The other thing that I’m going to show here, and I’ll touch on several times in this course, 0:10:35.920,0:10:39.338 is the importance of trying out multiple different alternative prototypes 0:10:39.338,0:10:42.196 as a way of getting more valuable feedback from the user. 0:10:42.196,0:10:48.372 So, here are different ways that you could present the data that a live logging system is gathering. 0:10:48.372,0:10:52.397 Another reason I really like paper prototyping is that everybody can be involved. 0:10:52.397,0:10:57.666 So, if you try out designs with users, give them a pen and have them modify the interface! 0:10:57.666,0:11:01.179 Or if they’ve got stuck or think something is weird, 0:11:01.179,0:11:05.218 grab a sheet of paper and make any modifications that you need. 0:11:05.218,0:11:11.057 You can bring paper prototyping tools into the boardroom, you can bring to clients — 0:11:11.057,0:11:13.609 any of the stakeholders that are involved in user interface design, 0:11:13.609,0:11:16.160 you can get them involved in paper prototyping. 0:11:16.160,0:11:18.682 That helps them get their ideas into the system 0:11:18.682,0:11:22.444 and empowers them to play a more active role in the design process. 0:11:22.444,0:11:28.425 Once you’re ready to move on from paper prototyping, a useful next step can be to make a digital mockup. 0:11:28.425,0:11:30.282 Here’s an example of some mockups 0:11:30.282,0:11:35.934 that my research team made for a collaboration with anesthesiologists in the medical school at Stanford. 0:11:36.673,0:11:38.465 The first thing I’d like to point out about this 0:11:38.465,0:11:42.232 is that you can see that a lot more time went into this digital mockup 0:11:42.232,0:11:45.402 than into the paper prototypes that we’ve been talking about so far. 0:11:45.402,0:11:49.103 And that’s one of the reasons why I think paper prototyping is so important. 0:11:49.103,0:11:53.020 But there does come a time where you’ll want to get more specific about pixels, 0:11:53.020,0:11:56.803 and that’s when digital mockups can play an important role. 0:11:56.803,0:12:02.133 As your prototypes increase in fidelity — from storyboards, to paper prototypes, to digital mockups — 0:12:02.133,0:12:07.084 the kinds of evaluation and feedback that you’re going to get from people are going to evolve also. 0:12:07.084,0:12:10.439 So, early on, you might be talking about scenarios with people. 0:12:10.439,0:12:12.245 And then, with the paper prototype, 0:12:12.245,0:12:16.755 you might be running these informal “Try these out, here’s three alternatives” tests. 0:12:17.294,0:12:21.183 These prototypes can also be useful for critiques within your design team. 0:12:21.183,0:12:23.754 And as you get to higher and higher fidelity mockups, 0:12:23.754,0:12:28.466 you can have the opportunity to get to more formal experimentation techniques. 0:12:29.374,0:12:32.853 Rapid prototyping techniques are probably the most valuable weapon you’ll have 0:12:32.853,0:12:34.864 in a human-centred design process. 0:12:34.864,0:12:38.586 And if you’re interested in learning more, here are some resources that I recommend. 0:12:38.586,0:12:41.524 I’ll see you next time.