A hands-on workshop where you will pair up and sketch a design for a mobile app. You will turn those sketches into a clickable prototype and draft a usability test. Don’t worry, you don’t have to be a designer to do this. If you can draw a square, circle, line, and a triangle, you’ll do fine.
We’ll review prototype tools, how to structure a test, and why this approach can help you validate, experiment and learn fast.
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Iterate quickly with a prototype you can test
1. Iterate quickly
by designing and creating a clickable
A hands-on
workshop
by Will
Kesling &
Nicole
Capuana
prototype you can test CC License - Flickr
darkday
5. Prototype Tools
● InvisionApp
● UXPin
● Prototype on Paper
● Flinto
● Origami
● Solidify
Some
● are free, some cost a bit - still
overall pretty low cost and
fairly easy to start with
● are for mobile design only,
others cover any interaction
designs
● have extensive UI libraries or
building kits to get you started
quickly
● allow on device testing
● allow for real-time
collaboration and annotations
Skala Preview
Preview your mockups/designs on your mobile device (sends images, previews
and Photoshop designs)
7. Design tools
Pen &
Paper
Keynotopia
Balsamiq
Sketch
The monsters -
Illustrator and
Photoshop
low Fidelity high
8. $1 Prototype
Greg Nudelman - https://publishizer.com/1-prototype/
CC License - Flickr
David Michalczuk
9. Let’s get started
1. Form teams of 2
2. Grab some post-its & markers
3. Find a spot to work together
10. Here’s
what we
did
An app for
comedians to
time their set
11. Design a mobile app
Determine as a team what you want to design.
Sketch screens - it doesn’t have to be the app in it’s entirety
but just a path that we can test.
You will have:
● 5 minutes to come up with an idea
● 10 minutes to sketch
15 minutes
13. Create prototype
Create an account at http://www.invisionapp.com/
With your free account you are allowed one project.
Take photos of your sketches - you may have to resize them
iOS 4 640 x 960 iOS 5 640 x 1136
Drag or upload your photos
Create hotspots and link your screens together
15 minutes
14. How to structure a test
Set objective of what you need to
answer or learn - can they use it?
Task based
Create script for user and moderator
15. Our test
Objective: User can set and use a cue timer
Scenario: You need to set up a cue timer for your upcoming gig. You’ll have the
stage for 5 minutes.
Your tasks:
● Launch the Stage Timer app and set up your timer. You want to know
when you hit the 4 minute and 4:30 marks.
● Answer the facilitator’s questions.
For the facilitator:
1. How do you create a new timer?
2. How do you play/activate a timer?
3. What do the colors mean?
17. Draft your test
● Write out your test objective
● Draft your scenario, participant tasks & facilitator
questions
● Set up your scorecard
15 minutes
18. Test with someone
● Pair up with another team and test your app
● 1 of you should be the facilitator (asking questions)
● 1 of you should take notes and score
● Switch and repeat
15 minutes
19. Why this approach can help
you validate, experiment
and learn fast
● Anyone on the team can do it - you don’t need a designer
(although they will make you move faster)
● Validate if a concept is worth pursuing
● Easily experiment more
● Your 1st design is never perfect
● Cheap way to determine what to develop
● Quick & objective
● You will always learn something
20. Good reads
How Prototyping is Replacing Documentation
The power of prototypes and how to utilize them.
https://medium.com/goodux-badux/how-prototyping-is-replacing-documentation-c42e97d07a11
Vive le Prototype
http://www.designmap.com/practice/vive-le-prototype/
Building Clickthrough Prototypes To Support Participatory Design
http://www.smashingmagazine.com/2014/03/06/building-clickthrough-prototypes-to-support-
participatory-design/
State of the Prototyping Union – A Review of the Top 5 Mobile Prototyping Tools
http://www.openroad.ca/2013/09/13/mobile-prototyping-tools/