learn more...This tutorial explains how to create a paper prototype and prepare for usability testing by doing walkthroughs. The prototype creation and walkthrough activities happen iteratively—make some prototype pieces, do a walkthrough, figure out what's wrong or missing, and repeat. There are no hard and fast rules for how long to spend on each iteration, this process typically takes a total of 2 or 3 days, perhaps spread out over a couple of weeks. List the Pieces Needed for the TasksMake a list on a whiteboard or flip chart of all the screens your prototype will need to support the tasks you've created—the steps from your completed task templates are a good starting point. Keep the list fairly high-level; you don't need to specify every menu or drop-down list because the person making a screen is responsible for its details. For example, the task of opening a retirement account at a financial Web site might require the following screens:
The list doesn't have to be in any particular order because it's just for your benefit in identifying what to prepare. It's usually fastest to create this list without looking at the existing interface, if there is one; otherwise you risk digressing into a discussion of the current design Don't Forget the DataThere is likely to be some data associated with the tasks, and you'll need to prepare that too, not just blank screens. Developers are accustomed to thinking of data in terms of structure (the account description is a 20-character ASCII string) rather than content (Mike's IRA). But the content is what users care about. They enter data that is meaningful to them, and they expect the interface to reflect the information they entered. The interface is really just a means to an end, so users are likely to pay more attention to the data than they do to the widgets that make up the interface. Often it's important for users to see how their data will appear elsewhere in the system. If a user is creating an online classified ad by filling out a form, he or she will probably want to preview that ad in the same format the system will use to display it. If you ask users to simply imagine something ("It'll let you preview your ad"), you could miss important feedback, such as, "Oh, wait—it took out those extra blank lines I wanted it to have." The data you use should be realistic enough that users can interact with it in a meaningful way. This is especially important when users are domain experts in the subject matter of the interface. Make sure the data "hangs together" in a consistent manner throughout the task. If you ask users to find all the three-bedroom houses for sale but you show them search results that include some four-bedroom ones, users might wonder what they did wrong. (Of course, if you're clever with the removable tape, perhaps you can cover up the four-bedroom houses, thus solving this problem on the fly.) You should also include a realistic degree of complexity in your paper prototype. If your online hardware store sells 37 cordless drills but you pretend there are only 3, you'll design the drill page in a way that may not scale. This is not to say that you need the product pages for all 37—you might constrain the task in such a way that the users are likely to look at only 6 of them. Where do you get realistic data? Some companies have suitably complete databases that are used in quality assurance testing, or perhaps Marketing has something they use for demos. But if your test databases contain mostly nonsense filler such as "test1" and "asdfasdf," you're better off creating your own. If you are having trouble coming up with a realistic scenario, talk to the people in your company who have contact with users. Just don't use a database that has real people's information in it—that's too realistic! Divide et ImperaThe best way to create the prototype depends on the size and composition of the team and how far along the development is. At one extreme, if you're making a prototype of an existing interface and it has a straightforward sequence of screens, you could simply make screen captures and print them out as the basis for your prototype (this is a great task for an intern). In this case you might adjourn the meeting until the next day, when you'll have the screen printouts, and then do your first walkthrough. If the interface doesn't exist yet or is being substantially changed, there's some design work required. So divide and conquer: Have each person on the team put their initials on the list next to the screens they'll prepare. Leave the list where everyone can see it so that they all know who's working on what—people may want to pass along ideas or collaborate. This divide-and-conquer idea initially makes some people nervous because it feels like I'm advocating design by committee, a committee that may include some nondesigners. But in practice this is not what happens. The paper prototype is created by the core team, which by definition includes those responsible for the interface, so the prototype always remains in the appropriate hands. Most prototypes have some screens that are well defined and relatively easy to create, such as the browser background or log-in screen. What I've found is that that team members with less design expertise tend to sign up for the easier pieces, leaving the heavy lifting for the lead designer(s). The end result is that the work is split up in an appropriate way and everyone benefits by becoming familiar with the interface. (And if a suboptimal design idea does manage to creep in, usability testing will weed it out.) It isn't wrong to have the whole prototype created by just one or two people if that's what you're most comfortable with. But it might be advantageous to divide up the work as I've described here, or even to try parallel design. Existing versus new Design?Sometimes a debate comes up about whether it's better to test a prototype of the existing design or to scrap it in favor of a new approach. Neither answer is wrong—a paper prototype can evolve from any starting point—so here are some factors to consider:
One advantage of paper prototyping is that you can prototype something without regard to whether it can actually be built. This is also one of its drawbacks. The degree to which technical constraints should be considered depends on whether you're prototyping something you plan to release in 3 months or 3 years— the longer your time frame, the more you can focus on what users need and then figure out later if and how to build it. There's a similar argument for adherence to interface style guides. If your company has a corporate style guide and it's not negotiable, it's probably best to have your paper prototype conform to the style guide. But if you're trying to make a case for changing those guidelines, you might deliberately do something different to determine whether it will work better. Hand-Drawn versus Screen Shots?Perhaps there's an existing version of the interface and someone suggests that you start by making screen shots. Following are four factors to consider.
Although I'm not aware of any empirical evidence, I believe that a mixture of hand-drawn and printed screens still adequately conveys to users that the design is in flux and thus encourages their feedback. I've also found that prototypes that start out with a nice, neat set of screen shots usually evolve into a collection of screen shots, screen shots with handmade corrections, and some that have been redesigned and drawn by hand. So when screen shots are easy to make, I think it's okay to use them as a starting point and redraw screens if and when you find a need to. If you make hand-drawn corrections to printed screen shots, occasionally users will be clever enough to realize that a hand-drawn correction is the thing they're supposed to focus on. (But there are still plenty of cases—I'd say the majority—where this doesn't seem to happen, probably because the screen still has several problems.) If you are concerned that a hand-drawn change might provide an artificial clue, either redraw several of the surrounding elements by hand also (this is where the wide removable tape is useful) or redo the screen. Greeking and SimplificationGreeking means using nonsense words to represent text. In a paper prototype, you can use squiggly lines instead of nonsense words to serve the same purpose. Greeking is not needed in many prototypes, but it's worth knowing about. Following are three reasons why you might use greeking—the first reason is the most common, and the other two are more unusual.
When people first learn about greeking, they're often tempted to overuse it. The previous examples should be considered as tactics to use in special cases rather than something you'd do as a matter of course. Don't greek parts of the interface that are relevant to what you're trying to test. For example, in a drop-down menu, you wouldn't want to greek all the choices except the one you want the user to select—that makes the task artificially easy, and you might fail to learn something important. It's also important in many cases to have realistic content in the prototype because it's interesting to watch users make decisions based on that content. Following are some tips to keep you from spending too much time preparing hand-drawn screens.
Using Screen ShotsAssuming you want to use some screen shots in your paper prototype, here are some things you might want to be aware of as you do your preparation:
When you take these factors into account, you may find that it's just as fast to sketch some screens by hand. Usually the best course of action is to do whatever is fastest to get your prototype together, then modify it as needed as a result of usability testing Separating ElementsMost interfaces, whether they're Web pages or software, have some parts that remain visible most of the time. For example, software applications typically have a row of menus and icons across the top, and perhaps some at the bottom. Some applications use a left-hand tree structure that expands and collapses. Web sites often have a persistent row of links at the top, a left navigation panel (that sometimes changes at lower levels of the site), and a content area. Your first impulse might be to make screen shots of each whole screen, one for each permutation you expect the user to see. But if you decide to make a change to a persistent area of the screen, such as the left navigation panel, you need to make that same change on every page. Thus, it's often easier to cut up screens into their main components to facilitate revising only part of the screen. (Sometimes it can add a bit of confusion to have several pieces representing one screen, but simply telling the user, "This is all one screen" usually does the trick.) Organizing the PrototypeNo doubt about it, paper prototyping is messy. One of the challenges is organizing all the pieces of paper so that the Computer can quickly find the next one. There's no right way to organize a paper prototype—each Computer will develop his or her own system for locating pieces quickly. But here are some tips.
Design ReviewsThere can be considerable benefit to product teams in using a paper prototype to walk through the tasks themselves, without users. I'm going to distinguish between two types of walkthroughs—an internal walkthrough, which is used to prepare the prototype (and team) for usability testing, and a design review, where the paper prototype is used as a means of discussing the interface with stakeholders. You may hear these terms used differently than I've defined them here, and to some extent they are overlapping concepts. This section briefly discusses design reviews; Many of my clients have told me that just the process of creating tasks and the paper prototype made them look at the interface differently—even before the first usability test, it's already been a useful exercise. Some product teams create paper prototypes and use them internally in design reviews, without ever conducting usability tests. A paper prototype can spur productive discussion, especially for those who may have difficulty visualizing the behavior of an interface from a specification. Design reviews using a paper prototype enable the product team to see the interface from a fresh perspective—they'll notice annoyances like cumbersome switching back and forth between two screens or a link that's missing. They may also identify larger issues, such as a missing requirement. Although design reviews are not a substitute for usability testing, they can help product teams identify and fix problems in the interface. So consider taking a paper prototype to your next interface review meeting. Internal WalkthroughsAn internal walkthrough as I've defined it is an activity that helps the product team prepare to conduct usability tests with the paper prototype. A walkthrough is similar to a usability test in that you have a prototype and tasks, but in this case there are no outside users. Instead, one team member acts as an "expert user," performing the task the way the product team expects it to be done. A walkthrough is a practical exercise that helps the team:
You should hold your first walkthrough as soon as you think you have most of what you need to get through at least one of the tasks. Depending on the size of the team working on the prototype, it may be easier to wait until you're ready to walk through all the tasks at once, or you may want to tackle them one or two at a time. This also depends on the complexity of the interface and the confidence you have in the design. If you're creating something new, it's often useful to put the pieces together sooner rather than later, just to make sure everything hangs together. How to Do a WalkthroughTo hold a walkthrough, you'll need a table that's large enough to spread out the prototype. Assign people to the following roles:
Naturally, other members of the product team can also be present to help make missing prototype pieces, identify potential issues, learn about the interface, or simply to get a better understanding of paper prototyping. As the expert user walks through the tasks, questions and issues will arise and the scribe should write these down along with missing prototype pieces. At the end, the scribe reads the list and team members decide who will do what before the next walkthrough. Agree on the time of the next walkthrough before dispersing to do individual work. In my consulting practice, I've found that 15 to 30 minutes is usually sufficient for people to research a couple of questions and make a few screens—in other words, to make enough progress that it's worth doing another walkthrough. If you allow too much time, you risk losing your momentum. Caution: This Isn't a Usability Test!There's often a strong temptation to turn a walkthrough into a premature usability test by asking a co-worker to play user. Typically, someone will say, "Hey, why don't we get so-and-so to be the user? She's never seen this before, so she'd be great." Resist! There are some problems with this, both obvious and subtle:
Keeping the aforementioned cautions in mind, sometimes it can be valuable to ask a co-worker to play user for another purpose: to introduce them to the concepts of paper prototyping and usability testing. Some of my colleagues have reported very positive results from inviting an influential manager or VP to play user after first carefully explaining the technique of paper prototyping and the purpose of the walkthrough. Who Should Be the ComputerPeople sometimes think that you have to be a software developer to play Computer, but that's not necessarily the case. In fact, it can be valuable for a tech writer or trainer to be the Computer because this gives them experience with the interface. It's true that the Computer needs to understand how the interface behaves in response to the user's inputs, but one can usually pick up the necessary knowledge simply by watching someone else walk through the tasks a couple of times. Just as the interface isn't expected to be perfect, neither is the person playing Computer—if the Computer makes a mistake during a usability test (which is not uncommon for more complex interfaces), there's usually another team member present who will notice and help get things back on track. (It can also take some of the pressure off users to see that the Computer makes mistakes too.) When practical, it's good to have more than one person who is prepared to be the Computer. You don't want to cancel a usability test because your Computer is home with the flu. Also, it's fairly demanding to be the Computer. In particular, it's hard for the Computer to also take notes, which is an important thing for the lead designers to do. So try to spread out the effort a bit. Some teams have two or three people who take turns playing this role, or they may have different Computers depending on the task. I've done paper prototype tests where Person A kept all the pieces for tasks 1 and 2, Person B was responsible for tasks 3 and 4, and so on. (While the Computers are changing places, I joke with the users that we're giving them a hardware upgrade!) Some teams have a Co-processor work with the Computer. The Co-processor finds pieces, puts pieces back when they're no longer needed, writes things on the removable tape, and otherwise helps keep the prototype from becoming a disorganized mess. For example, when a user clicks "Add to Cart" on an e-commerce site, the Co-processor prepares a piece of removable tape to represent how that line item will appear in the shopping cart. When (and When Not) to RedesignSometimes even an internal walkthrough is enough to expose major problems in the interface. The mere act of performing the steps as users are expected to do can reveal aspects of the interface that are cumbersome or even technically impossible. When this happens, it's appropriate to come up with an improved version of the design even before the first test. It makes sense to redesign the prototype if the team agrees that the issues found during walkthroughs are valid and serious. (As an example that may seem extreme but that occasionally happens, sometimes even one of the lead designers can't do a task.) On the other hand, you should resist the temptation to redesign based solely on someone's opinion or the desire to try a different approach without understanding the strengths and weaknesses of the existing one. The problem with doing redesign before testing is that you don't yet know what you don't know. Once you watch users work with the prototype, you'll better understand the problems you're trying to solve. So if design ideas come up, jot them down and save them until you have some data from testing—then you'll know which of your ideas you truly need. The Final Walkthrough—the Usability Test RehearsalThe usability test rehearsal is basically another internal walkthrough, but with a few extra elements added. A rehearsal is not specific to paper prototyping—it's an important step in preparing for any usability test. Ideally, the rehearsal should take place the day before the first usability test. It often involves a larger group than those who worked on the prototype. The purpose of the rehearsal is to make sure everyone (the Computer, facilitator, and observers) and the prototype are ready for usability testing. The facilitator runs the rehearsal in a similar manner to how he or she will conduct the usability test, but with several differences. Instead of focusing attention on the user (who in a rehearsal is still one of the product team members), the facilitator's goals during a rehearsal are as follows:
Pilot TestsUnlike a usability test rehearsal, a pilot test is not something you'll do for every usability study, although there are situations in which one can be useful. A pilot test is a cross between an internal walkthrough and a usability test. Its main purpose is to refine the tasks and methodology used in the main tests (as opposed to a usability test, which is used to refine the interface). Unlike in a walkthrough, in a pilot test you bring in a representative user. Unlike in a usability test, you ask this user to give you feedback on the tasks and instructions, not just to do them. You can also time the pilot test to get a better idea of how long it will take users to accomplish the tasks. In a pilot test, it's appropriate to interrupt the user (politely, of course) to have a discussion with your teammates about how you want to change the tasks or methodology—this is not something you want to spend time doing in a usability test. A pilot test is useful when you don't want to change the tasks during the usability study. For example, I tested a live Web site in the United States that was also being tested in Denmark. My Danish counterpart created the tasks, and I conducted the pilot test. I then reported back to her my results such as, "Task 2 will take more time than we thought, so we should allow up to 40 minutes. But task 3 and task 5 cover similar ground, so let's eliminate task 5." The pilot test helped us coordinate our methods so that our test findings would be comparable. I reserve pilot tests for situations in which there is a high degree of rigor needed in the testing methodology, such as a competitive evaluation of two released products. Because a paper prototype is continually evolving, there is less need to hold the methodology constant, so I don't bother with pilot tests. However, there is no reason not to conduct a pilot test if you feel the need for one. In particular, a pilot test can be a good opportunity for a new facilitator to practice under the guidance of a more experienced one. |
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