budget: how much time and money Do You Plan to spend on Design and Development?
step 3: wireframe and rIte study with sticky notes
As discussed earlier in the chapter, due to unusual design constraints of mobile, the commonly used UCD process of creating computer-generated wireframes and then building a high-fidelity prototype does not always work for mobile design.
Instead of spending a lot of time and effort creating high-fidelity wireframes, set up a cheap and efficient Rapid Iterative Testing and Evaluation (RITE) study as the core of your design process. Do RITE studies as early as possible in the design process and you will reap the benefits of creating more delightful, usable, and successful mobile products in less time than you ever thought possible.
The RITE study (you can call it “RITE test” if you like, though I prefer the term
“study” to emphasize the design changes) I typically recommend is conducted using 9 to 12 participants in three to four rounds (3 participants per round). The critical component of a RITE study is to allow time between rounds for updating the prototype to fix the issues discovered during the previous round’s testing. Basically a RITE study is a series of design/test pairings where the prototype is rapidly changed as needed based on feedback from the customers, engineers, and management.
RITE studies have been a part of the UCD toolbox for many years. One simple modification I came up with to enable RITE to work well as a core of the mobile design process is to employ the prototype made from sticky notes.
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Mobile sticky-notes prototypes offer many advantages. To begin with, a pack of large sticky notes (I prefer to use 3 n 5 inch size) has the dimensions that resem-ble those of a typical mobile phone. That means that there is no need to create any external cases, boxes, or anything else to resemble the mobile device; the pack of sticky notes is a complete solution.
Sticky-note prototypes are cheap, are easy to create, and they are fairly robust.
They can be dropped from any height without disintegrating or even so much as falling apart into individual pages. You won’t have any issues handing a pack of post it notes to a complete stranger on the street or in the coffee shop and ask-ing him some questions about your app (most people would not have the same light-hearted feelings about handing their precious late-model mobile phone to a complete stranger). If the participant happens to accidentally drop the sticky-note
“phone,” it will not be damaged, and if they happen to run off with it, you will only be out about a dollar!
As shown in Figure 4.2, a pack of sticky notes closely resembles the form-factor of the mobile device, so this simple yet sophisticated prototype enables you to test the natural ergonomics, multitouch, and accelerometer motions—something traditional wireframes simply cannot accomplish.
Figure 4.2: Using a pack of sticky notes to simulate a phone is an effective, lightweight prototyping technique.
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Sticky-note prototypes are easy to fix: If you discover issues with the design, you can fix the interface right then and there, using an eraser and a pencil, or a new sticky note re-drawn with a fine-point permanent marker. Likewise, if you want to test an alternative flow, you can draw a new screen design in a few minutes and compare its performance with that of an existing idea almost immediately, when you hand it to the next evaluator. This ease of use helps your design evolve quickly, especially if your entire core team is present at these test sessions.
Figure 4.3 shows how I used the sticky-note method to wireframe the original
“Sell your item in 60 seconds” flow I tested for ThirstyPocket.
Figure 4.3: This is the mobile design prototype for early testing that I created using sticky notes.
Because I have personally experienced excellent results using my sticky-note prototype approach, and I firmly believe that it will help you reach your design goals, I have created 3 n 5 inch sticky note wireframes for most of the design pat-terns in this book. As you explore this prototyping technique, here are a few things to keep in mind:
■ When using the sticky-note pack to approximate the mobile device, you do not need to draw an additional box on top of the sticky note to represent the screen. To save time, as well as to make the drawing more understandable, go ahead and assume that the entire sticky-note surface is the screen of the mobile phone. For Android phones you should add the device’s hardware but-tons (Return, Home, etc.) where appropriate.
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■ All drawings in this book are black and white, executed using Pigma Micron pens with Archival Ink. This is done for legibility. In real-life prototyping I use a simple mechanical #2 pencil so that I can immediately erase or update any ele-ments on the “screen.” You can use any pen or pencil you like, black or color.
■ I use a ruler liberally while drawing my wireframes. This is because drawing a straight line, especially while making rapid changes in the field, can be a bit of a challenge. Whether or not you decide to use a ruler, it’s best to be consistent in your technique throughout the prototype, so as not to distract your study participants. There are various templates and other drawing aids out there to help you. I am not a fan of anything other than a small transparent triangular ruler. Remember: The key is not the best drawings, but the fastest and most efficient way to test concepts. The easiest drawing process is the best. Use whatever works for you and conveys your designs most effectively.
■ Sticky-note prototypes can be branched easily. This is done through handing the evaluator only the first “screen” stuck on top of the sticky-note pack. Once the evaluator taps a button or performs some function on that screen, I can select the appropriate next screen to show out of the pack of alternatives I hold in my hand, out of the view of the evaluator. This way the testing can be very realistic: If the next evaluator taps a different control, he receives a different screen, allowing for testing of branched and round-about workflows, back-tracking and other real-life behaviors. This capability of the prototype yields rich and robust behavioral data.
■ With a bit of practice, sticky-note prototypes can also be used to test transi-tions. If transitions are important to your interaction, try “slipping in” the next “screen” while saying something such as, “Let’s say the next page comes up from the bottom like so. How does that feel for you?” If the par-ticipant responds with something noncommittal such as, “Fine,” ask her if she would prefer a different transition instead, or if this movement has some sort of meaning to her. You might need to do a complex transition more than once to convey it properly. You may also wish to draw individual transi-tion states on separate sticky notes (see “Storyboarding iPad Transitransi-tions,”
Boxes and Arrows, January 5, 2011, http://www.designcaffeine.com/articles/
storyboarding-ipad-mobile-transitions/).
■ Keyboards are easily mocked up by having another smaller sticky note that can be overlaid on top of the sticky-note pack “device” the study participant is holding. This way any screen can be converted into the “keyboard entry screen” dynamically at any time during the test. This technique gives additional
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flexibility to the prototype while removing the chore of drawing a complex key-board design element over and over again.
■ Remember to revisit your storyboard. Your wireframe’s workflow should fol-low your product vision. For example, compare Figure 4.1 with Figure 4.3; you can see that the wireframes are a natural extension of the original vision with a few more details and interface elements added. For example, shortly after I started the testing, it became apparent that people sometimes wanted to take a bunch of pictures first and sell items later. Thus, I added another screen that gave the customer a choice: Take a Picture or Choose Existing (picture) (refer to Figure 4.3). These kinds of changes are common. They are the reason you want to test your idea on paper in the first place! If the change is drastic enough, you must update your vision storyboard accordingly after you learn new insights during your RITE study. In this case, the additional page did not change the basic storyboard scenario—it merely added fidelity to it—so there was no need to change the original vision storyboard (refer to Figure 4.1).
Sticky-note prototypes enable you to quickly and inexpensively explore multiple design approaches while dispensing with elaborate camera equipment and other gadgets. Sticky-note prototypes also enable you and your entire team to escape the confines of the office and boldly go to where the mobile interaction is actu-ally taking place: coffee shops, busy street corners, taxis, and subways. There is tremendous value in putting your paper prototypes in the hands of potential customers in situ, on location where the interaction for which you are trying to design is actually taking place.
At the same time, study participants can be comfortable brainstorming valu-able ideas because the prototypes do not have that “finished” look. This leads to powerful collaborative “jam” design sessions with the customers that take place directly in the context where they would be using your creation. These sessions yield invaluable insights you directly incorporate into your designs, much faster than you ever thought possible. That is why I included hand-drawn sticky-note wire-frames with nearly every design pattern in the book. Hopefully, these will give you an inspiration to build your own sticky-note prototypes and test them in context, directly with your target customers. If you need help, please visit the companion site for this book (http://AndroidDesignBook.com) where I host videos of example hands-on RITE studies using sticky-note prototypes, mobile use case storyboards and many other resources designed to help you get the most out of this powerful technique.
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