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Mobile Prototyping Essentials Workshop: Part 2
1. Mobile Prototyping Essentials
Part II
Rachel Hinman
Senior Research Scientist
Nokia Research Lab
Palo Alto, California USA
Hinman
2. Our plan for todayâŚ
8:30am - Noon
What makes mobile UX different?
Two Design/Mobile UX Exercises:
⢠Identifying Mobile Needs
⢠Ideating in the Wild
Noon â 1pm - LUNCH
1:30pm â 5:30pm
Mobile prototyping essentials
Three Mobile Prototyping Exercises
⢠Storyboarding
⢠Practice Ruthless Editing/Translating GUI to NUI
⢠Creating an In-Screen Prototype
10. The final diamonds are where good
design decisions matter mostâŚ
âŚand where designers new to mobile
have the least domain specific skill
and confidence.
10
11. Seated in a relatively predictable environment
Large screen enables multi-tasking
Keyboard and a mouse for input
11
12. Highly variable context and environment
Small screen size and limited text input
UI takes up the entire screen
Difficult to multi-task and easy to get lost
12
13. Designers new to mobile
A donât have the domain
specific skills or heuristics to
lean onâŚ
13
23. A
Prototyping
will help you develop
Mobile Instincts
23
24. Our plan for this afternoonâŚ
Review the four âwhysâ of mobile prototyping
Identify the two genres of prototyping and
overview of six prototyping methods
Review the key differences between NUI
and GUI interfaces
Overview of animation principles that can be
incorporated into your mobile experiences
Three hands-on activities
24
25. Our plan for this afternoonâŚ
Review the four âwhysâ of mobile prototyping
Identify the two genres of prototyping and
overview six prototyping methods
Review the key differences between NUI
and GUI interfaces
Overview of animation principles that can be
incorporated into your mobile experiences
Three hands-on activities
25
26. Our plan for this afternoonâŚ
Review the four âwhysâ of mobile prototyping
Identify the two genres of prototyping and
overview six prototyping methods
Review the key differences between NUI
and GUI interfaces
Overview of animation principles that can be
incorporated into your mobile experiences
Three hands-on activities
26
27. Our plan for this afternoonâŚ
Review the four âwhysâ of mobile prototyping
Identify the two genres of prototyping and
overview six prototyping methods
Review the key differences between NUI
and GUI interfaces
Three hands-on activities
27
30. âWhysâ of prototyping
Improve your design decision-making
Communicate an Idea
Gather User Feedback
Explore the âUnknownsâ
Fine-tune an Idea
30
38. Experiential Prototyping:
Best suited for design explorations where:
1 You are working on a âbroaderâ
mobile project.
2 Target mobile hardware and software
scope is unknown.
(perhaps being created).
3 The design space is relatively
unchartered.
38
39. Tactical Prototyping:
Best suited for design explorations where:
1 You are working on a âfocusedâ
mobile project.
2 Target mobile hardware and software
scope is known.
3 The design space is relatively known.
39
49. Q: ââŚusers are just trying to muddle
through situations in their lives.
Q:
They often act without rationalizing.â
~ Andrew Hinton
Interactions 2012
52. Q: Suchmanâs theory of mutual
reconfiguration suggests a personâs
Q:
capacity to act (their agency) is
reconfiguredwhen it comes into contact
with another thing or person -
thathuman action is constantly
constructed and reconstructed
from dynamic interactions with the
material and social worlds.
58. Similar to improvisational theater, body storming
involves acting out possible scenarios or use
cases with actors and props. Unlike computer-
based technology that is logic based and only
makes visible the conditions that existed before,
people are illogical, perceptive, aware, and self-
correcting.
Body storming is a technique that helps capture
and harness these messy yet essential aspects
of human behavior and account for them in the
mobile design process.
58
59. 1. Select groups of five to eight
participants in a troupe.
Photo by Christian Crumlish (xian), 2009 on Flickr 59
60. 1. Select groups of five to eight
participants in a troupe.
2. Identify 3-5 experience
scenarios for your troupe to
âperform.â
Examples: Purchasing a cup of
coffee with my iPhone, selecting
which phone to purchase in
a carrierâs store.
Photo by Christian Crumlish (xian), 2009 on Flickr 60
61. 3. Every player must have a
role; there should be no
âtreesâ that are just for
background. Use large
cards that label the roles
people are playing.
61
Photo by Christian Crumlish (xian), 2009 on Flickr
62. 4. Props can have feelings,
thoughts, and the ability to
speak. Use thought-bubble
cards to show what a
participant is thinking
versus saying.
Photo by Christian Crumlish (xian), 2009 on Flickr 62
63. 5. Have a narrator or color commentator who
can explain things. The narrator can
pretend the scenario is like television,
using a remote to stop action, rewind,
or fast-forward.
Photo by Christian Crumlish (xian), 2009 on Flickr 63
64. 6. De-brief after each scenario. What did
the group learn? What was surprising?
What seemed important? Capture what
you learned from the exercise and
discuss how you can integrate it into
what happens next.
Photo by Christian Crumlish (xian), 2009 on Flickr 64
71. Even in situations in which a spirit of
exploration and freedom exist, where faculty
areâHey, Iâve got this work beyond physical
free to experiment to great idea âŚâ
and social constraints, our cognitive habits
often get in the way.
Marshall McLuhan called it âthe rear-view
mirror effect,â noting that âWe see the world
through a rear-view mirror. We march
backwards into the future.â
2. Qualify ideas
75. Mobile UX Storyboarding
Identify the central idea(s) you are
trying to communicate.
Create a character and identify the key
issues he/she currently faces.
75
76. Mobile UX Storyboarding
Identify the central idea(s) you are
trying to communicate.
Create a character and identify the key
issues he/she currently faces.
Rough out a basic story.
76
77. Mobile UX Storyboarding
Identify the central idea(s) you are
trying to communicate.
Create a character and identify the key
issues he/she currently faces.
Rough out a basic story.
Start filling in the cells. Rough out the
complete story, then fill in details.
77
78. Mobile UX Storyboarding
Identify the central idea(s) you are
trying to communicate.
Create a character and identify the key
issues he/she currently faces.
Rough out the basic story
Start filling in the cells. Rough out the
complete story, then fill in details.
78
85. Your Design Challenge!
Storyboarding
1 Select one concept youâd like to explore more
deeply using the storyboarding technique.
Storyboard one scenario using the templates
2 provided.
Remember to identify the key issues the
3 character faces and rough out the complete
story before filling in details.
89. Scott Davidoff of CMU
â˘Few design tools
â˘High Cost of Failure
â˘Unpredictable social consequences
Rapidly Exploring Application Design through Speed Dating 89
91. Speed Dating Prototypes
Builds on three theories:
1 Abundance brings perspective.
Need to cross boundaries to know
2 they exist.
Multiple low-cost engagements with
3 multiple concepts enables a broader
perspective to emerge.
91
93. Step Two
Create storyboards that
depict each concept
Illustration courtesy of Scott Davidoff
Rapidly Exploring Application Design through Speed Dating 93
114. Eight Principles of NUIs
1. Principle of Performance Aesthetics
2. Principle of Direct Manipulation
3. Principle of Scaffolding
4. Principle of Contextual Environments
5. Principle of Super Real
6. Principle of Social Interaction
7. Principle of Spatial Representation
8. Principle of Seamlessness
115. 1. Principle of Performance Aesthetics
NUI experiences should be like an
ocean voyage, the pleasure comes
from the interaction, not the
accomplishment.
Example:
Part instrument, part composition and part
artwork, the iPhone application Bloom
enables users to create elaborate patterns
and unique melodies by simply tapping on
the screen
115
116. 2. Principle of Direct Manipulation
Touch screens and gestural
interaction functionality enable users
to feel like they are physically
touching and manipulating
information with their fingertips.
Example:
The scrolling gesture is an example of the
Principle of Direct manipulation
116
117. 3. Principle of Scaffolding
Scaffolding is strong cue or
guide that sets a userâs
expectation by giving them
an indication of how the
interaction will unfold.
Example:
The graphics that surround objects as
the are placed on a Surface Table are
an example of scaffolding.
117
118. 4. Principle of Contextual Environments
Unlike GUIs that will present a user
with the same set of options
regardless of the context it is in,
NUIs are responsive to the
environment and suggests what the
next interaction should be.
Example:
Most mobile devices can locate themselves
in time and space, and present interfaces
that adapt to the orientation of the device.
118
119. 5. Principle of the Super Real
Unlike GUIs that contains information
in a cascading series of windows that
resemble sheets of paper, successful
NUIs extend objects in a logical way
into the world of magic.
Example:
Gestures like âpinch/zoomâ are a logical
extension into the world of magic
119
120. 6. Principle of Social Interaction
Unlike GUI laptops that are
optimized for individual use, systems
with larger NUI formats like the
Microsoft Surface Table or tablets,
like the iPad, lend themselves to
social computing experiences.
Example:
Matt Jones of BERG Design Consultancy
created an UI iPad sketch that explores the
passable and sharable nature of the iPad as
an object
120
121. 7. Principle of Spatial Representation
Unlike GUI systems, where an
icon serves as visual
representation of information,
NUIs represent information as
objects.
Example:
NUI objects have auras, like
attraction affordances pictured in this
Surface Table application.
121
122. 8. Principle of Seamlessness
Touchscreens, sensors
embedded in hardware, and
the use of gestural UIs allow
NUI interactions to feel
seamless for users because
interactions are direct. There
are fewer barriers between the
user and information.
Example:
Coverflow UI on the iPhone is a
seamless way to navigate content
122
141. Mobile Experiences Unfold
Patterns for how mobile experiences unfold
and progressively reveal their nature
1 The Nested Doll Pattern
2 The Hub and Spoke Pattern
3 The Bento Box Pattern
4 The Filtered View Pattern
141
146. Design Challenge!
From GUI to NUI
1 Identify an interaction sequence youâd like to
recreate using NUI principles.
2 Sketch out the interaction using the
templates provided.
3 Identify how youâd like your mobile
experience to unfold.
146
152. REMEMBER!
Itâs easy to go crazy and try to do it all.
Instead, focus on applying what weâve coveredâŚ
Understanding the differences between
graphical and natural user interfaces.
Experimenting with how your mobile experience
can unfold and and progressively reveal its
nature.
Play around with the unfolding patterns that have
been presented⌠or invent some of your own.
152
153. GUI to NUI Translation
Focus on....
Boulder to Pebbles - Create UIs that
speak their power with Ruthless
Editing!
NUI characteristics:
⢠Computer as Media ⢠What you DO is what you get
⢠Content is the interface ⢠Unfolding
NUI Unfolding Patterns
⢠Nested Doll ⢠Hub and Spoke
⢠Bento Box ⢠Filtered View
155. Paper In-Screen Prototypes
Following Process documented by Diego Pulidovia
UX Magazine â Paper In-Screen Prototypes
Photos courtesy of Diego Pulido and UX Magazine
155
156. 1. Sketch screen layouts.
156
Photo courtesy of Diego Pulido and UX Magazine
157. 1. Sketch screen layouts.
2. Scan or photograph
the sketches.
157
Photo courtesy of Diego Pulido and UX Magazine
158. 1. Sketch screen layouts.
2. Scan or photograph
the sketches.
3. Making sizing
adjustments to the
files.
158
Photo courtesy of Diego Pulido and UX Magazine
159. 4. Save the resized
images in a file format
supported by the mobile
device. Be mindful of the
sequencing of your
screens and label files
accordingly.
159
Photo courtesy of Diego Pulido and UX Magazine
160. 4. Save the resized
images in a file format
supported by the mobile
device. Be mindful of the
sequencing of your
screens and label files
accordingly.
5. Import the files into the
mobile deviceâs photo
gallery.
160
Photo courtesy of Diego Pulido and UX Magazine
161. 4. Save the resized
images in a file format
supported by the mobile
device. Be mindful of the
sequencing of your
screens and label files
accordingly.
5. Import the files into the
mobile deviceâs photo
gallery.
6. Click and swipe away.
161
Photo courtesy of Diego Pulido and UX Magazine
168. Design Challenge!
From GUI to NUI Modifications
1 Now that your concept is on the device, what
new interactions does the device inspire?
Modify your existing interaction sequence
2 with at least one NUI-inspired interaction
Create a new in-screen prototype using the
3 new NUI-inspired interaction
168
185. Reasons for Prototyping
in Keynote/Powerpoint
Itâs super efficient and fast!
Level of fidelity is high â gives you an end
result that looks and feels like a real app.
Supports *some* gestures and transitions.
Itâs as close as you can get to the real thing
without digging into code.
185
187. Even in situations in which a spirit of
exploration and freedom exist, where faculty
are free to experiment to workIn closingâŚ.
beyond physical
and social constraints, our cognitive habits
often get in the way.
Marshall McLuhan called it âthe rear-view
mirror effect,â noting that âWe see the world
through a rear-view mirror. We march
backwards into the future.â