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Lecture 3.1: Paper Prototypes and Mockups (12:47)

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    Hi there, welcome back!
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    Early on the course, I outlined a design process that favours rapid exploration early on.
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    Now let’s learn how to actually accomplish that.
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    In this video, we’ll dive into three techniques for rapidly producing prototypes.
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    Over the course of your project, the fidelity of the prototypes that you create is going to increase,
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    and you’ll want to pick tools that reflect where you’re at in terms of the design process,
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    not using stuff that’s too high-fidelity and too time-consuming early on.
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    So, for example, you might start out by storyboarding, which is the first technique we’ll learn today.
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    That will give you a sense of the tasks and the scenarios you’d like to support.
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    Then you might move on to paper prototypes, and from there digital mockups.
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    Then, if you’re in the web domain, some static HTML.
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    And, only then, get dynamic — add in the database and the other fancy parts.
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    Picking the right tool for the job helps you focus on the questions that you have
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    at that particular stage of the design process.
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    So, in the video we’re going to talk about storyboarding,
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    creating and testing paper prototypes,
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    and moving on to digital mockups.
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    One of the easiest mistakes to make in interface design
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    is to focus on the user interface before you focused on the tasks that the interface’s going to support.
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    And, if you got one thing out of storyboarding,
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    the piece to understand is that storyboarding is all about tasks.
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    Here’s an example from the “Lifealyfics” project team from my Stanford HCI class in the Fall of 2011.
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    They were interested in user interfaces for behaviour tracking,
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    and here are a couple of the early storyboards that they produced.
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    What’s nice about a storyboard is
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    in just a few panels you can convey what the user interface will help a person accomplish.
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    And a good storyboard is nearly always going to have an actual person in there.
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    Another thing that you can see in these storyboards is that they communicate flow:
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    Much like a comic strip, it’s showing what’s happening at key points in time.
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    One of the biggest worries about creating storyboards is that they’d tell me “Ugh, I can’t draw!”
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    But storyboarding isn’t about beautiful drawing; it’s about communicating ideas,
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    and I think that everyone can learn how to visually communicate ideas.
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    In some ways, bad drawing is actually an asset, because then all you can do is focus on the content.
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    I said that good storyboards nearly always include a person who’s actually using the interface,
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    and so, to get you started, I’d like to teach you my favourite trick for storyboarding.
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    I learnt this from Bill Verplank. Bill and I taught together at Stanford for several years.
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    And Bill, [inaudible] for generations, has taught people how to draw “Star People”, and it goes like this:
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    [Professor Klemmer starts drawing a “star person”]
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    We call it a “star person” because the body of the person is kind of like a star,
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    and you can have them doing all sorts of things, so somebody can be holding something,
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    or they can be reaching up to touch maybe something on a big screen.
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    You can add any dynamics that you want.
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    If you need to, you can show where people are looking.
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    If you want, you can distinguish different people in the scenes —
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    so you can colour them in a little bit, or you can add a sheriff’s badge.
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    And, when you put it all together, you can get something like this.
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    These are some images from the storyboarding guide that we’ve linked from your assignment.
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    One of the very first things a storyboard should do is to illustrate a goal.
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    Like in this storyboard, it’s “Let’s check out places in SF!”
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    You can show how a task unfolds, and here you can see some “star people”,
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    and they’re explaining what they’re doing, so here they’s saying “Here we’re in San Francisco.”
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    And by the end of the storyboard you’ll want to show how they accomplished what their goal was,
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    or, in some other way, have a satisfactory outcome at the end of the storyboard.
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    And as a mall shows,
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    even with a really simple visual language, there’s a whole lot you can do to get your point across.
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    So, storyboards should accomplish three things:
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    First, it should accomplish the setting: Who are the people involved?
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    what’s the environment? and what tasks are they trying to do?
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    Next, it should show the sequence: What are the steps that they do to accomplish the task? —
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    Not necessarily what user interface’s exactly where the buttons and widgets are,
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    but what role the user interface plays in helping them get their goal achieved.
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    And one the the first steps is going to be: What leads somebody to use the app?
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    In the mall’s example, that began with somebody saying “Let’s check out places in San Francisco!”
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    That’s the springboard that clearly motivates people to go to the application.
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    And then your app can easily and clearly show what’s the task that the idea you have is supporting.
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    And then finally, at the end, you’ve got the satisfaction —
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    How does what motivated them to use the app in the first place,
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    how does that connect to their achieving that in the end of the sequence?
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    Questions your storyboard can help you think about are:
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    “What is it that enables people to accomplish, and what need does your application fill?”
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    I really like storyboards for their holistic focus;
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    it enables you to think through how you might support a task
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    without committing to a particular user interface —
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    that’s the magic, and this is especially important when you’re designing as a team,
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    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.
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    Or, you may have this great idea, but people don’t know what you’re talking about yet.
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    Once you’ve got it out on paper and concrete, it makes it much easier for poeple to have common ground,
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    and agree on how to move forward.
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    When you’re storyboarding, I suggest imposing extremely harsh time limits on yourself,
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    like 10 minutes for a storyboard.
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    It can be easy to try and get everything beautiful even if you’re sketching out with pen and paper,
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    but that’s not the point!
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    Once you’ve got a rough idea of what your application’s going to accomplish,
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    you can start to think about how you’re going to implement that,
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    and by implement I mean “What’s it going to look and feel like to the user?
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    What’s the actual user interface is going to be?”
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    And for figuring out the user interface at an early stage,
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    the very best technique that I know is to use paper prototyping.
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    Paper prototyping is exactly what it sounds like:
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    You’re going to make a mockup of the user interface, and, instead of doing it on the computer,
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    which can take a lot of time and encourage you to try to get it beautiful and exact,
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    you’re going to use paper, Post-It notes, and markers, to sketch things out really quickly.
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    Here’s an example, it’s again from the “Lifealyfics” team.
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    These are the paper prototypes that they made:
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    (Lifealyfics / Discover What Makes You Happy / (Begin)
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    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?)
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    3. At the end of the week, we’ll send you your results, and you’ll realize what makes you happy and fulfilled! / (Start)
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    Step 1 of 3 / Enter phone number [text field] / (Next)
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    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]
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    Step 2 of 3 / How many times per day do you want to get a text?
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    Step 2 of 3 / How many times per day do you want to get a text? / (Next)
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    Step 3 of 3 / Earliest text: [dropdown] / Latest text: [dropdown] / (Next) )
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    Here’s some tips for making effective paper prototypes:
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    First, store all your materials in one place.
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    You’re going to want to get a bucket of markers, maybe some Post-It notes or index cards.
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    If you’ve got a mobile device that you’re simulating, you might even make a mockup of something like that,
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    and you can slide in and out different interface widgets.
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    Just like the storyboards, it’s important to work quickly.
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    And if you had a widget that you’re going to use a lot of —
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    like radio buttons or sliders or something like that —
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    sometimes it can be faster to photocopy them on a photocopier,
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    so you can make one version and then photocopy it to have a whole bunch.
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    Sometimes, good paper prototyping is kind of like playing make-believe as a kid.
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    So, if you’ve got something that’s complicated or highly interactive,
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    you can just imagine what it would be like,
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    and so you can role-play that out with the person who’s trying out your application.
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    It can be helpful to have a frame to put your interface widgets in.
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    Here we have a mobile frame.
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    You can also stick things right on the device itself,
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    So, if you want to make a mobile screen shot here,…
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    Mobile user interface!
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    Or, if you have a desktop user interface, you can take, like, a 11-by-14 sheet of poster board
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    and put all of your elements on that.
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    Good paper prototyping is also like collage — you can mix and match fidelities.
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    So you can use printouts of actual screen shots; draw and annotate on top of that —
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    anything that you want that can get your point quickly.
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    And to help the person who’s trying out the prototype
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    make the conceptual leap between the sketch on paper and an interactive system,
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    you can add in a little widgets and chrome of your user interface
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    to convey that it’s part of a larger operating system.
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    Paper prototyping is not only fast and efficient;
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    it’s also really fun, and you can get really creative in figuring out different ways to convey interactions.
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    If you’ve got layers in your user interface, you can use transparencies as a way of showing them.
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    If you have popup menus, you can make the back sticky,
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    so that can stay on the right place on top of the main interface.
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    You [can] use any kind of marker or pen you want;
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    you can have things be coloured, [or] just black-and-white — Anything you can think of.
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    You can use poster board (like this), or cardboard, index cards, foamcore —
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    anything you want as a backing material.
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    Things like tape are handy to have around.
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    If you’d like to be able to have repeatable user input, you can use whiteboard markers or transparency pens,
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    and have a whiteboard or a sheet or transparency that the user input goes on,
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    and then you can take it away when you’re done.
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    To be able to add structure to your user interface, you can have line widths of different thicknesses.
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    So, you can have a thicker line that’s for the major elements, and a thinner line for the minor elements.
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    And you can have a stack or either Post-It notes or index cards to show the tab panes of your user interface.
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    So, the different layers can be on sheets beneath.
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    Here you can see a wonderful widget from the “Lifealyfics” team,
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    where they’ve created a sliding window inside a mobile phone mockup
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    as a way of conveying how something would change over time and in response to user input.
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    The other thing that I’m going to show here, and I’ll touch on several times in this course,
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    is the importance of trying out multiple different alternative prototypes
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    as a way of getting more valuable feedback from the user.
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    So, here are different ways that you could present the data that a live logging system is gathering.
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    Another reason I really like paper prototyping is that everybody can be involved.
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    So, if you try out designs with users, give them a pen and have them modify the interface!
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    Or if they’ve got stuck or think something is weird,
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    grab a sheet of paper and make any modifications that you need.
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    You can bring paper prototyping tools into the boardroom, you can bring to clients —
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    any of the stakeholders that are involved in user interface design,
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    you can get them involved in paper prototyping.
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    That helps them get their ideas into the system
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    and empowers them to play a more active role in the design process.
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    Once you’re ready to move on from paper prototyping, a useful next step can be to make a digital mockup.
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    Here’s an example of some mockups
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    that my research team made for a collaboration with anesthesiologists in the medical school at Stanford.
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    The first thing I’d like to point out about this
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    is that you can see that a lot more time went into this digital mockup
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    than into the paper prototypes that we’ve been talking about so far.
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    And that’s one of the reasons why I think paper prototyping is so important.
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    But there does come a time where you’ll want to get more specific about pixels,
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    and that’s when digital mockups can play an important role.
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    As your prototypes increase in fidelity — from storyboards, to paper prototypes, to digital mockups —
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    the kinds of evaluation and feedback that you’re going to get from people are going to evolve also.
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    So, early on, you might be talking about scenarios with people.
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    And then, with the paper prototype,
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    you might be running these informal “Try these out, here’s three alternatives” tests.
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    These prototypes can also be useful for critiques within your design team.
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    And as you get to higher and higher fidelity mockups,
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    you can have the opportunity to get to more formal experimentation techniques.
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    Rapid prototyping techniques are probably the most valuable weapon you’ll have
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    in a human-centred design process.
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    And if you’re interested in learning more, here are some resources that I recommend.
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    I’ll see you next time.
Title:
Lecture 3.1: Paper Prototypes and Mockups (12:47)
Video Language:
English

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