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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
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
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
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
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
Testing a design:
Paper prototyping
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
A paper prototype
A paper prototype
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
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
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
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
Rapid It
R id Iteration within Sprints
          ti    ithi S i t
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
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
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
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
Put the customer at the
center of the design

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Using rapid prototying_for_design_iteration

  • 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
  • 19. Put the customer at the center of the design