The document provides an agenda and overview for a workshop on experience prototyping for mobile apps. The agenda includes sessions on introduction to experience prototyping, developing app ideas, testing prototypes with users, and feedback. The document discusses that experience prototyping allows testing the user experience of an app and what it's like to use the app's services through quick iterative prototyping, without fully developing the app. It provides examples of traditional prototypes that simulate experiences to test with users. The goal is to learn from users' reactions and improve the app design through a continual make-test-learn process.
What's it like to be an app? - a Made by Many experience prototyping workshop for Internet Week Europe
1. WHAT’S IT LIKE TO BE AN APP?
Wednesday 14th November 2012
2. AGENDA
10.00 Welcome & what we’re doing today
10.30 Introduction to experience prototyping
11.00 Pick your words, sketch your app
11.50 Present your idea to the group (5 mins each)
12.30 LUNCH
13.15 What we’re doing this afternoon
13.30 Develop your idea, create materials, refer to the EP template
15.00 Test with users (x2)
15.30 Feedback and summing up
16.00 The end
4. WORK ITERATIVELY & MINIMISE WASTE
LEARN VERY FAST
WITH HYPOTHESES NOT REQUIREMENTS
DEVISE EXPERIMENTS TO VALIDATE
MINIMAL VIABLE PRODUCT
VALUE THROUGH EYES OF CUSTOMERS
5. MAKE>TEST>LEARN HAPPENS
CONTINUALLY AT EVERY STAGE
DESIGN & SOFTWARE GROWTH
STRATEGY PROTOTYPING DEVELOPMENT HACKING
7. When creating mobile apps and
services, as well as prototyping and
testing interfaces, we need to prototype
and test broader ‘experiences’.
8. We need to think about:
What it means to be mobile when you
are using a service? Where are you?
At home? On transport? In a public or
private space?
9. We need to think about:
Are you interacting with others at the time?
Does it rely on other people responding?
What other inputs are part of the service?
Temperature, sounds, photos, movement etc.
10. How can you test these parts
of a service as well as the more
traditional interface elements.
12. Experience prototyping lets you see
what it's like to 'use' the service and
what it's like to 'be' the service.
13. Being the App
What are the backend processes and
information needed to make a mobile
service (app) work?
14. Using the App
What does the service feel like to use?
Not just the visual interaction, does the
service feel useful? Responsive? Fun?
Surprising?
15. Creating and testing these experiences
‘by hand' in a quick and iterative way
helps you appreciate the complexity of
the users needs and how difficult they are
for the service to meet.
16. Experience prototyping can be done
at various stages of proposition
development, and later in service
development.
17. Experience Sketching
Can help us to come up with new
propositions and interactions, just as
paper sketching or brainstorming can.
18.
19. Testing propositions:
If you need to test the desirability of a
proposition, prototyping the experience at an
early stage can help sort out the desirable and
useful features from the ones users don't need.
20. This is the level of experience
prototyping we are going to
attempt today.
21. Later in the process more refined
touchpoints can be tested in
‘service prototypes’.
23. Some examples of real world of
prototypes. Used to simulate
an experience.
n.b. they are not just telling a story, they are
giving us an experience.
42. All of these examples give users a
taste of an experience as a taste of
something to come.
An experience prototype does this, but
more importantly, lets you learn from
their reactions and make improvements
to your service.
43. Some examples of more
elaborate experience prototypes
from CIID.dk
44.
45.
46.
47. Experience Prototyping is:
• About creating an experienceable event
• A rapid learning/refinement technique
• A way to see if you’re on the right track
• Simulations, not stories
48. Experience Prototyping is not:
• Just an acted-out scenario
• Expensive to create/test
• Too-time consuming