This document discusses using rapid prototyping and iterative design to incorporate user feedback into the product development process. It advocates for:
1) Conducting user research like contextual inquiries and creating work models to understand user needs before design.
2) Developing low-fidelity paper prototypes to validate the product structure and features with users.
3) Iteratively testing prototypes with users, interpreting the feedback, and quickly modifying the prototypes.
4) Integrating this user-centered design process into an Agile development methodology with short sprints to incorporate user input at each stage of design.
1. Using Rapid Prototyping for
Design Iteration
es g te at o
Hugh Beyer
hugh.beyer@incontextdesign.com
Karen Holtzblatt, CEO 978.823.0100 www.incontextdesign.com
Hugh Beyer, CTO info@incontextdesign.com www.innovationincool.com
2. UX and Agile: The promise
Agile says development in steps – and iterate
UX says work with users to create value – and iterate
Phase 0 The “ideal” product
ideal
sets direction
(requirements)
User Iteration
refines the interface
and function
What users really
need
3. Base principle for real user feedback
Real user feedback – Doesn’t come from:
Product owners
Stakeholders
User surrogates
Purchasers
People who used to be users
Demos
Focus groups
And…
You can’t put the user on the team
Users can’t give you a design
U
Users can’t t ll you what th want
’t tell h t they t
4. Contextual Design
olutions
1 Contextual Inquiry
Talk to your customers in the field
ments & So
2 Interpretation Session
Interpret the data as a team to capture key issues and activities
Work Models &
Requirem
3 Affinity Diagramming Consolidate data across customers for a full market view
4 Visioning
Generate new products & the next product concepts steeped in data
Define & Validate Concepts
5 Storyboards
Work out the details of particular tasks and roles
Interaction Patterns &
6 User Environment Design Define system structure, function, content and user interaction
7 Paper Prototype Interviews
Mock up the interface to validate direction and UI with customers
p
e
8 Visual Design & Agile Stories
Design and test the final look; base stories on validated function
5. Contextual Design
1 Contextual Inquiry
2 Interpretation Session
3 Work Models & Affinity
4 Visioning
5 Storyboards Validate product concepts,
process changes, and user
experience while testing user
6 Interaction Patterns & UED reception
Or bring out concept boards
7 Paper Prototype Interviews to validate direction before
detailed design
8 Visual Design & Agile Stories
7. Using paper prototypes
Test design concepts with users
Structure, function, and flow
You are not testing a final, perfect design
Use hand-drawn paper prototypes
R
Rough paper reveals structure b tt
h l t t better
Paper lets the user engage and co-design
• Use the language of the user
• Pi
Pieces need t b easily moveable and changeable
d to be il bl d h bl
Paper allows for real work, not just demo
Find what works for users instead of just validating
Iterative prototyping process
A new iteration every 10 days
Move to running prototype as parts stabilize
Test low-level UI after the structure is stable
10. Principles for paper prototype interviewing
Context – grounded in real experience
Walk through the user’s real work in the p p p
g paper prototype
yp
Make sure users interact with it
Partnership – co-design
Modify the prototype as you go
Suggest changes based on your knowledge of the whole system
Interpretation – understand the issues
Look for underlying issues related to structure and interaction patterns
Watch emotional reaction to the system
Focus – validate the structure
Focus on the work practice the prototype was designed to address
Ignore visual design issues
11. Structure of a paper prototype interview
Introduction
Introduce prototype and interview situation
Get an overview of their work
Transition
Move to prototype after you find a few hooks
Orient user in the prototype
During the Interview
Replace sample data with real data
Have the user interact with the prototype to do real work
• Do NOT fall into demo mode
Modify prototype with user’s suggestions
Take notes
Wrap-Up
Restate key findings
W lk through any remaining parts of system
Walk th h i i t f t
Check sales point
12. Paper prototype interpretation session
Record the data
Separate the conversations
p
• Work practice
• Structural
• Function
• UI detail
• Validation
Interpretation roles
Interviewer recounts from prototype
Notetaker reads their notes
Participants listen for different types of issues
Recorder captures issues and labels
13. Resolving issues and iterating the prototype
Organize issues according to structure
Print issues on Post-its and attach to relevant area on interaction sketches
Resolve large structural issues as a team
Complex issues at the level of the overall system or UI components
Record decisions and new issues
Work out details and lower-level issues in sub-teams
Address all remaining
Record decisions and new issues
Create new interaction sketch
If changes are minor, modify old sketch
Build new paper prototype
Increase amount of detail after each round
14. Rapid It
R id Iteration within Sprints
ti ithi S i t
15. Phase 0 steps
Release
Phase 0 Development Deployment
Planning
g
Field Research
• Contextual Inquiry Visioning Concept Validation
• Work models • Low-fidelity prototyping
Determines who the customer is and what to build
Necessary precursor to Agile Development
Result: Tested and validated product structure and features
16. Contextual Design enables Agile development
Release Development
Phase 0 Deployment
p y
Planning sprint | sprint | sprint | sprint | sprint
Detailed In-the-moment Quick user
design guidance feedback
Sprint planning – Detailed planning session to define tasks for the sprint
Sprint development – The coding and UX work of the sprint
Sprint review – End of sprint reflection
17. Example schedule of CD Agile Phase 0
Week 1 – Gather data from 8-10 users User-centered Agile
print
Compressed into a short
Sp
Phase 0
Week 2 – Consolidate data
For constrained project
focus only!
Week 3 – Vision and storyboard
Phase 0 sprints
Sprint
using Scrum as a
process framework
Week 4 – UED and UI
Week 5 – Release planning & validation
(2-4 users)
rint
Spr
Week 6 – Validation & redesign
nt
Sprin
Development Sprint 1
18. Example schedule of an Agile Sprint
M-W:
M W: Collaborate with developer; Work
Week 1
up detailed designs User-centered Agile
Th: 4 users + interpretation Prototype testing for
F: Revise detailed design detailed
d t il d UI
Testing of initial
implementations for rapid
Wee 2
M: Collaborate on new/detailed design
g feedback
eedbac
ek
W/Th: Check design implementation