1 00:00:01,077 --> 00:00:02,904 Hi there, welcome back! 2 00:00:02,904 --> 00:00:08,483 Early on the course, I outlined a design process that favours rapid exploration early on. 3 00:00:08,483 --> 00:00:11,466 Now let’s learn how to actually accomplish that. 4 00:00:11,466 --> 00:00:16,249 In this video, we’ll dive into three techniques for rapidly producing prototypes. 5 00:00:17,233 --> 00:00:22,915 Over the course of your project, the fidelity of the prototypes that you create is going to increase, 6 00:00:22,915 --> 00:00:27,298 and you’ll want to pick tools that reflect where you’re at in terms of the design process, 7 00:00:27,298 --> 00:00:31,942 not using stuff that’s too high-fidelity and too time-consuming early on. 8 00:00:31,942 --> 00:00:37,059 So, for example, you might start out by storyboarding, which is the first technique we’ll learn today. 9 00:00:37,059 --> 00:00:40,909 That will give you a sense of the tasks and the scenarios you’d like to support. 10 00:00:40,909 --> 00:00:45,366 Then you might move on to paper prototypes, and from there digital mockups. 11 00:00:45,366 --> 00:00:49,331 Then, if you’re in the web domain, some static HTML. 12 00:00:49,331 --> 00:00:54,410 And, only then, get dynamic — add in the database and the other fancy parts. 13 00:00:54,410 --> 00:00:57,887 Picking the right tool for the job helps you focus on the questions that you have 14 00:00:57,887 --> 00:01:00,991 at that particular stage of the design process. 15 00:01:00,991 --> 00:01:03,617 So, in the video we’re going to talk about storyboarding, 16 00:01:03,617 --> 00:01:05,873 creating and testing paper prototypes, 17 00:01:05,873 --> 00:01:08,391 and moving on to digital mockups. 18 00:01:08,391 --> 00:01:11,794 One of the easiest mistakes to make in interface design 19 00:01:11,794 --> 00:01:18,586 is to focus on the user interface before you focused on the tasks that the interface’s going to support. 20 00:01:18,586 --> 00:01:21,650 And, if you got one thing out of storyboarding, 21 00:01:21,650 --> 00:01:26,714 the piece to understand is that storyboarding is all about tasks. 22 00:01:26,714 --> 00:01:33,630 Here’s an example from the “Lifealyfics” project team from my Stanford HCI class in the Fall of 2011. 23 00:01:33,630 --> 00:01:36,745 They were interested in user interfaces for behaviour tracking, 24 00:01:36,745 --> 00:01:39,948 and here are a couple of the early storyboards that they produced. 25 00:01:39,948 --> 00:01:41,639 What’s nice about a storyboard is 26 00:01:41,639 --> 00:01:46,712 in just a few panels you can convey what the user interface will help a person accomplish. 27 00:01:46,712 --> 00:01:51,301 And a good storyboard is nearly always going to have an actual person in there. 28 00:01:51,301 --> 00:01:55,203 Another thing that you can see in these storyboards is that they communicate flow: 29 00:01:55,203 --> 00:02:00,130 Much like a comic strip, it’s showing what’s happening at key points in time. 30 00:02:00,130 --> 00:02:05,179 One of the biggest worries about creating storyboards is that they’d tell me “Ugh, I can’t draw!” 31 00:02:05,179 --> 00:02:09,839 But storyboarding isn’t about beautiful drawing; it’s about communicating ideas, 32 00:02:09,839 --> 00:02:14,283 and I think that everyone can learn how to visually communicate ideas. 33 00:02:14,283 --> 00:02:20,326 In some ways, bad drawing is actually an asset, because then all you can do is focus on the content. 34 00:02:20,326 --> 00:02:25,265 I said that good storyboards nearly always include a person who’s actually using the interface, 35 00:02:25,265 --> 00:02:30,007 and so, to get you started, I’d like to teach you my favourite trick for storyboarding. 36 00:02:30,007 --> 00:02:34,817 I learnt this from Bill Verplank. Bill and I taught together at Stanford for several years. 37 00:02:34,817 --> 00:02:40,909 And Bill, [inaudible] for generations, has taught people how to draw “Star People”, and it goes like this: 38 00:02:40,909 --> 00:02:41,861 [Professor Klemmer starts drawing a “star person”] 39 00:02:43,045 --> 00:02:46,949 We call it a “star person” because the body of the person is kind of like a star, 40 00:02:46,949 --> 00:02:51,590 and you can have them doing all sorts of things, so somebody can be holding something, 41 00:02:51,590 --> 00:02:58,460 or they can be reaching up to touch maybe something on a big screen. 42 00:02:58,460 --> 00:03:01,302 You can add any dynamics that you want. 43 00:03:01,302 --> 00:03:04,373 If you need to, you can show where people are looking. 44 00:03:04,373 --> 00:03:06,777 If you want, you can distinguish different people in the scenes — 45 00:03:06,777 --> 00:03:14,502 so you can colour them in a little bit, or you can add a sheriff’s badge. 46 00:03:15,641 --> 00:03:17,978 And, when you put it all together, you can get something like this. 47 00:03:17,978 --> 00:03:22,957 These are some images from the storyboarding guide that we’ve linked from your assignment. 48 00:03:22,957 --> 00:03:27,117 One of the very first things a storyboard should do is to illustrate a goal. 49 00:03:27,117 --> 00:03:30,999 Like in this storyboard, it’s “Let’s check out places in SF!” 50 00:03:30,999 --> 00:03:35,050 You can show how a task unfolds, and here you can see some “star people”, 51 00:03:35,050 --> 00:03:39,246 and they’re explaining what they’re doing, so here they’s saying “Here we’re in San Francisco.” 52 00:03:39,246 --> 00:03:43,563 And by the end of the storyboard you’ll want to show how they accomplished what their goal was, 53 00:03:43,563 --> 00:03:48,999 or, in some other way, have a satisfactory outcome at the end of the storyboard. 54 00:03:49,523 --> 00:03:50,978 And as a mall shows, 55 00:03:50,978 --> 00:03:55,682 even with a really simple visual language, there’s a whole lot you can do to get your point across. 56 00:03:56,113 --> 00:03:58,233 So, storyboards should accomplish three things: 57 00:03:58,233 --> 00:04:02,155 First, it should accomplish the setting: Who are the people involved? 58 00:04:02,155 --> 00:04:05,819 what’s the environment? and what tasks are they trying to do? 59 00:04:05,819 --> 00:04:12,535 Next, it should show the sequence: What are the steps that they do to accomplish the task? — 60 00:04:12,535 --> 00:04:17,211 Not necessarily what user interface’s exactly where the buttons and widgets are, 61 00:04:17,211 --> 00:04:23,289 but what role the user interface plays in helping them get their goal achieved. 62 00:04:23,289 --> 00:04:28,711 And one the the first steps is going to be: What leads somebody to use the app? 63 00:04:28,711 --> 00:04:34,479 In the mall’s example, that began with somebody saying “Let’s check out places in San Francisco!” 64 00:04:34,479 --> 00:04:38,046 That’s the springboard that clearly motivates people to go to the application. 65 00:04:38,046 --> 00:04:46,629 And then your app can easily and clearly show what’s the task that the idea you have is supporting. 66 00:04:46,629 --> 00:04:49,613 And then finally, at the end, you’ve got the satisfaction — 67 00:04:49,613 --> 00:04:53,285 How does what motivated them to use the app in the first place, 68 00:04:53,285 --> 00:04:58,640 how does that connect to their achieving that in the end of the sequence? 69 00:04:58,640 --> 00:05:02,124 Questions your storyboard can help you think about are: 70 00:05:02,124 --> 00:05:06,819 “What is it that enables people to accomplish, and what need does your application fill?” 71 00:05:06,819 --> 00:05:10,318 I really like storyboards for their holistic focus; 72 00:05:10,318 --> 00:05:14,108 it enables you to think through how you might support a task 73 00:05:14,108 --> 00:05:17,620 without committing to a particular user interface — 74 00:05:17,620 --> 00:05:23,203 that’s the magic, and this is especially important when you’re designing as a team, 75 00:05:23,203 --> 00:05:29,207 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. 76 00:05:29,207 --> 00:05:33,095 Or, you may have this great idea, but people don’t know what you’re talking about yet. 77 00:05:33,095 --> 00:05:38,271 Once you’ve got it out on paper and concrete, it makes it much easier for poeple to have common ground, 78 00:05:38,271 --> 00:05:41,013 and agree on how to move forward. 79 00:05:41,013 --> 00:05:44,872 When you’re storyboarding, I suggest imposing extremely harsh time limits on yourself, 80 00:05:44,872 --> 00:05:47,727 like 10 minutes for a storyboard. 81 00:05:47,727 --> 00:05:52,892 It can be easy to try and get everything beautiful even if you’re sketching out with pen and paper, 82 00:05:52,892 --> 00:05:54,828 but that’s not the point! 83 00:05:54,828 --> 00:05:58,163 Once you’ve got a rough idea of what your application’s going to accomplish, 84 00:05:58,163 --> 00:06:00,953 you can start to think about how you’re going to implement that, 85 00:06:00,953 --> 00:06:04,844 and by implement I mean “What’s it going to look and feel like to the user? 86 00:06:04,844 --> 00:06:07,378 What’s the actual user interface is going to be?” 87 00:06:07,378 --> 00:06:10,558 And for figuring out the user interface at an early stage, 88 00:06:10,558 --> 00:06:15,405 the very best technique that I know is to use paper prototyping. 89 00:06:15,405 --> 00:06:18,096 Paper prototyping is exactly what it sounds like: 90 00:06:18,096 --> 00:06:23,372 You’re going to make a mockup of the user interface, and, instead of doing it on the computer, 91 00:06:23,372 --> 00:06:27,784 which can take a lot of time and encourage you to try to get it beautiful and exact, 92 00:06:27,784 --> 00:06:32,736 you’re going to use paper, Post-It notes, and markers, to sketch things out really quickly. 93 00:06:32,736 --> 00:06:36,021 Here’s an example, it’s again from the “Lifealyfics” team. 94 00:06:36,021 --> 00:06:39,382 These are the paper prototypes that they made: 95 00:06:39,390 --> 00:06:40,767 (Lifealyfics / Discover What Makes You Happy / (Begin) 96 00:06:40,767 --> 00:06:42,067 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?) 97 00:06:42,067 --> 00:06:43,398 3. At the end of the week, we’ll send you your results, and you’ll realize what makes you happy and fulfilled! / (Start) 98 00:06:43,398 --> 00:06:46,036 Step 1 of 3 / Enter phone number [text field] / (Next) 99 00:06:46,052 --> 00:06:48,229 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] 100 00:06:48,229 --> 00:06:49,532 Step 2 of 3 / How many times per day do you want to get a text? 101 00:06:49,532 --> 00:06:50,821 Step 2 of 3 / How many times per day do you want to get a text? / (Next) 102 00:06:50,821 --> 00:06:53,167 Step 3 of 3 / Earliest text: [dropdown] / Latest text: [dropdown] / (Next) ) 103 00:07:07,049 --> 00:07:10,585 Here’s some tips for making effective paper prototypes: 104 00:07:10,585 --> 00:07:13,245 First, store all your materials in one place. 105 00:07:13,245 --> 00:07:20,528 You’re going to want to get a bucket of markers, maybe some Post-It notes or index cards. 106 00:07:20,528 --> 00:07:26,190 If you’ve got a mobile device that you’re simulating, you might even make a mockup of something like that, 107 00:07:26,190 --> 00:07:29,166 and you can slide in and out different interface widgets. 108 00:07:29,658 --> 00:07:32,602 Just like the storyboards, it’s important to work quickly. 109 00:07:32,602 --> 00:07:34,738 And if you had a widget that you’re going to use a lot of — 110 00:07:34,738 --> 00:07:38,291 like radio buttons or sliders or something like that — 111 00:07:38,310 --> 00:07:41,239 sometimes it can be faster to photocopy them on a photocopier, 112 00:07:41,239 --> 00:07:48,829 so you can make one version and then photocopy it to have a whole bunch. 113 00:07:48,829 --> 00:07:52,586 Sometimes, good paper prototyping is kind of like playing make-believe as a kid. 114 00:07:52,586 --> 00:07:56,242 So, if you’ve got something that’s complicated or highly interactive, 115 00:07:56,242 --> 00:07:58,307 you can just imagine what it would be like, 116 00:07:58,307 --> 00:08:02,699 and so you can role-play that out with the person who’s trying out your application. 117 00:08:02,884 --> 00:08:05,561 It can be helpful to have a frame to put your interface widgets in. 118 00:08:05,561 --> 00:08:07,836 Here we have a mobile frame. 119 00:08:07,836 --> 00:08:12,344 You can also stick things right on the device itself, 120 00:08:12,344 --> 00:08:16,512 So, if you want to make a mobile screen shot here,… 121 00:08:21,943 --> 00:08:24,850 Mobile user interface! 122 00:08:25,558 --> 00:08:30,508 Or, if you have a desktop user interface, you can take, like, a 11-by-14 sheet of poster board 123 00:08:30,508 --> 00:08:32,769 and put all of your elements on that. 124 00:08:32,769 --> 00:08:36,215 Good paper prototyping is also like collage — you can mix and match fidelities. 125 00:08:36,215 --> 00:08:41,234 So you can use printouts of actual screen shots; draw and annotate on top of that — 126 00:08:41,234 --> 00:08:43,989 anything that you want that can get your point quickly. 127 00:08:43,989 --> 00:08:46,780 And to help the person who’s trying out the prototype 128 00:08:46,780 --> 00:08:51,435 make the conceptual leap between the sketch on paper and an interactive system, 129 00:08:51,435 --> 00:08:55,339 you can add in a little widgets and chrome of your user interface 130 00:08:55,339 --> 00:08:58,122 to convey that it’s part of a larger operating system. 131 00:08:58,122 --> 00:09:01,839 Paper prototyping is not only fast and efficient; 132 00:09:01,839 --> 00:09:08,184 it’s also really fun, and you can get really creative in figuring out different ways to convey interactions. 133 00:09:08,184 --> 00:09:12,953 If you’ve got layers in your user interface, you can use transparencies as a way of showing them. 134 00:09:13,861 --> 00:09:16,541 If you have popup menus, you can make the back sticky, 135 00:09:16,541 --> 00:09:20,551 so that can stay on the right place on top of the main interface. 136 00:09:20,551 --> 00:09:23,090 You [can] use any kind of marker or pen you want; 137 00:09:23,090 --> 00:09:29,192 you can have things be coloured, [or] just black-and-white — Anything you can think of. 138 00:09:29,192 --> 00:09:37,014 You can use poster board (like this), or cardboard, index cards, foamcore — 139 00:09:37,014 --> 00:09:40,766 anything you want as a backing material. 140 00:09:40,766 --> 00:09:43,730 Things like tape are handy to have around. 141 00:09:43,730 --> 00:09:49,002 If you’d like to be able to have repeatable user input, you can use whiteboard markers or transparency pens, 142 00:09:49,002 --> 00:09:53,145 and have a whiteboard or a sheet or transparency that the user input goes on, 143 00:09:53,145 --> 00:09:55,811 and then you can take it away when you’re done. 144 00:09:55,811 --> 00:10:00,647 To be able to add structure to your user interface, you can have line widths of different thicknesses. 145 00:10:00,647 --> 00:10:07,443 So, you can have a thicker line that’s for the major elements, and a thinner line for the minor elements. 146 00:10:09,319 --> 00:10:15,130 And you can have a stack or either Post-It notes or index cards to show the tab panes of your user interface. 147 00:10:15,130 --> 00:10:19,396 So, the different layers can be on sheets beneath. 148 00:10:19,396 --> 00:10:22,345 Here you can see a wonderful widget from the “Lifealyfics” team, 149 00:10:22,345 --> 00:10:27,017 where they’ve created a sliding window inside a mobile phone mockup 150 00:10:27,017 --> 00:10:32,234 as a way of conveying how something would change over time and in response to user input. 151 00:10:32,234 --> 00:10:35,920 The other thing that I’m going to show here, and I’ll touch on several times in this course, 152 00:10:35,920 --> 00:10:39,338 is the importance of trying out multiple different alternative prototypes 153 00:10:39,338 --> 00:10:42,196 as a way of getting more valuable feedback from the user. 154 00:10:42,196 --> 00:10:48,372 So, here are different ways that you could present the data that a live logging system is gathering. 155 00:10:48,372 --> 00:10:52,397 Another reason I really like paper prototyping is that everybody can be involved. 156 00:10:52,397 --> 00:10:57,666 So, if you try out designs with users, give them a pen and have them modify the interface! 157 00:10:57,666 --> 00:11:01,179 Or if they’ve got stuck or think something is weird, 158 00:11:01,179 --> 00:11:05,218 grab a sheet of paper and make any modifications that you need. 159 00:11:05,218 --> 00:11:11,057 You can bring paper prototyping tools into the boardroom, you can bring to clients — 160 00:11:11,057 --> 00:11:13,609 any of the stakeholders that are involved in user interface design, 161 00:11:13,609 --> 00:11:16,160 you can get them involved in paper prototyping. 162 00:11:16,160 --> 00:11:18,682 That helps them get their ideas into the system 163 00:11:18,682 --> 00:11:22,444 and empowers them to play a more active role in the design process. 164 00:11:22,444 --> 00:11:28,425 Once you’re ready to move on from paper prototyping, a useful next step can be to make a digital mockup. 165 00:11:28,425 --> 00:11:30,282 Here’s an example of some mockups 166 00:11:30,282 --> 00:11:35,934 that my research team made for a collaboration with anesthesiologists in the medical school at Stanford. 167 00:11:36,673 --> 00:11:38,465 The first thing I’d like to point out about this 168 00:11:38,465 --> 00:11:42,232 is that you can see that a lot more time went into this digital mockup 169 00:11:42,232 --> 00:11:45,402 than into the paper prototypes that we’ve been talking about so far. 170 00:11:45,402 --> 00:11:49,103 And that’s one of the reasons why I think paper prototyping is so important. 171 00:11:49,103 --> 00:11:53,020 But there does come a time where you’ll want to get more specific about pixels, 172 00:11:53,020 --> 00:11:56,803 and that’s when digital mockups can play an important role. 173 00:11:56,803 --> 00:12:02,133 As your prototypes increase in fidelity — from storyboards, to paper prototypes, to digital mockups — 174 00:12:02,133 --> 00:12:07,084 the kinds of evaluation and feedback that you’re going to get from people are going to evolve also. 175 00:12:07,084 --> 00:12:10,439 So, early on, you might be talking about scenarios with people. 176 00:12:10,439 --> 00:12:12,245 And then, with the paper prototype, 177 00:12:12,245 --> 00:12:16,755 you might be running these informal “Try these out, here’s three alternatives” tests. 178 00:12:17,294 --> 00:12:21,183 These prototypes can also be useful for critiques within your design team. 179 00:12:21,183 --> 00:12:23,754 And as you get to higher and higher fidelity mockups, 180 00:12:23,754 --> 00:12:28,466 you can have the opportunity to get to more formal experimentation techniques. 181 00:12:29,374 --> 00:12:32,853 Rapid prototyping techniques are probably the most valuable weapon you’ll have 182 00:12:32,853 --> 00:12:34,864 in a human-centred design process. 183 00:12:34,864 --> 00:12:38,586 And if you’re interested in learning more, here are some resources that I recommend. 184 00:12:38,586 --> 00:12:41,524 I’ll see you next time.