6. To feel better
“Do” -goal
To find a doctor
To avoid a smoke
Too have a laugh
“Be” -goal
User task
Explore
interesting
pictures that
elevate one’s
mood.
7. Persona
A user-centered design approach –
Imaginative user archetype, which
represents a group of people with
similar behavior patterns and goals.
8. Scenario
A user-centered design approach –
A quick way to illustrate user’s goals,
actions, motivations and overall
interaction with the product though
imaginative (research based) stories.
14. Purpose
• Cheap and quick way to communicate ideas
• Lowers barrier for suggesting and making design
changes
• Disposable
• Can be tested with users
15. When to use?
• During brainstorming and discussion
• To clear out misunderstandings
• As state transitions
• Before making significant design efforts
• Before hi-fi interactive prototyping and testing
• Prior making decisions based on usability tests...
16. What to prototype?
• Key behavior
• Complex interaction
• Basic interactions, if they are intended to be
improved from the current best practices
• Demonstrable system, e.g. connecting wireframes
Obvious
29. How will the new solution operate?
Visualize the process of solving
your persona’s main goal with a
quick paper prototype.
30. Why?
We can evaluate main assumptions by
testing this prototype right away
31. Reference
• Cooper, A., Reinmann, R., Cronin, D. (2007). About Face 3: The Essentials of
Interaction Design. England: Wiley
• Goodwin, Kim. 2001. “Perfecting Your Personas.” Cooper Newsletter, July/
August.
• Snyder, Carolin. 2003. “Paper Prototyping: The Fast and Easy Way to Design
and Refine User Interfaces”
• Robinson, Joe: “Hack design” https://hackdesign.org/lessons/10
• Cerejo, Lyndon: “Designing better, faster” http://
www.smashingmagazine.com/2010/06/16/design-better-faster-with-rapid-prototyping/
• Photos – IxDworks.com, unless otherwise mentioned