Chapter 7
Agenda/Learning Objectives
Understand why building an operative image is necessary
Discuss the benefits of developing a MVP
1) Understand why building an operative image is necessary
a) To be able to give your users something to test you need to create some version of your
product that users can engage with
2) Discuss the benefits of developing a MVP
a) Minimum viable product (MVP)
b) Constructive way to create a prototype as fast as possible, have users use it, then make
changes to it and test it again
c) Can take many different forms
d) You dont need to sit down with users and carry out face-to-face testing
h) An MVP is a good way to test a hypothesis:
i) Ex: Zappos  Would people buy shoes online?
ii) Ex: Cars Direct  Would people buy cars online?
iv) Measure behavior
v) Use a call to action
vi) Be functional
vii) Integrate into existing analytics
viii)Be consistent with the rest of the application
3) Explore different prototyping methods
a) Paper Prototyping
i) Allows you to involve users early on in the process to interact with a simulation of the
product
ii) Low fidelitycan literally be a piece of paper, whiteboard, etc.
(1) Isnt functional like a web site or any other high fidelity product
(2) Cannot really gather more definitive, quantitative measures such as counting how
many mouse clicks it takes to find something
(1) You can have various levels of detail or fidelityyou are creating a prototype that
looks as much like the duck as possible so the user can interact with it
(2) Define goals for your paper prototype. Why are you asking users to interact with this
paper prototype? What do you want to learn? Create scenarios for users to operate
inside of, representative of the actual use environment, as they offer feedback
required for them to want to use Focus to keep track of athletes recovery from
concussions
(3) EyeGuide scenario and tasks
b) Medium Fidelity Wireframe
i) Wireframe: frame or skeleton of the design, with a few vital functions or pieces of
content
(1) Still not fully functional
(2) Reflects the skeleton of the product, showing the layout of the interface and the
ii) EyeGuide wireframe example
c) HiFi prototype: looks and feels like final product
i) Backend of the product will likely not be done
ii) No live data flowing to the HiFis interface
iii) Buttons or swipes may work but will only send the user to pre-defined locations that
exist
d) Ex: HiFi Focus prototype
i) EyeGuide developers printed these screens initially to carry out a walkthrough of Focuss
flow from adding a player to carrying out a concussion test
ii) They added interactivity using Axure. When athletic trainers were recruited to use this
version of Focus, they were told it wasnt a live or real product, but it was functional and
could be used to carry out the tasks they were asked to perform
4) Examine ways to involve users in prototyping
a) Design Studio: rapidly iterate team-driven product (Gothelf 2013; Abut 2014)
i) Define your goalswhat do you want to accomplish? What sort of design problem are
you trying to solve?
iv) Individuals/small teams break off again to work (one twist to this is to move around the
users to work with different individuals/teams, or even break up small teams and re-
organize so designers also move around)
v) Meet again as a team, present and critique, and then do it all over again until the goal has
been achieved
vi) Ex: EyeGuide Design Studio
(1) Asked users to develop, working with designers, multiple potential displays for the
results and output of the Focus
b) Concurrent design: users work on new designs as users work with the existing design
i) Fidelity can vary
ii) The user can have an initial hand drawn, sketch of the product, the same one the
designer has. As the user works with it, comments on it, responds to questions or carries
out tasks, the designer translates the users feedback into design elements on the version
of the prototype
c) Collaborative Prototype Design Process (CPDP): smaller teams create paper prototypes
initially that are separate from the influence of other teams creations until later in the
process
i) All small teams work with users recruited from the same user profile, but they dont
share design decisions or test outcomes until the completion of the paper prototype
phase
v) Collaborative Prototype Design Process (CPDP) Steps: (Andrews et al. 2012)
(1) Identify the user group
(2) Develop and test three independent paper prototypes for the same web site
(3) Evaluate and interpret data
(4) Create three wireframes of a web site
5) Review: Takeaways, Discussion Questions, UCD Quests
a) Review key points
b) Group discussion and Q&A