Paper Prototyping - The Fast and Easy Way to Design and Refine User Interfaces

Paper Prototyping - The Fast and Easy Way to Design and Refine User Interfaces

von: Carolyn Snyder

Elsevier Reference Monographs, 2003

ISBN: 9780080513508 , 408 Seiten

Format: PDF

Kopierschutz: DRM

Windows PC,Mac OSX Apple iPad, Android Tablet PC's

Preis: 39,95 EUR

Mehr zum Inhalt

Paper Prototyping - The Fast and Easy Way to Design and Refine User Interfaces


 

Front Cover

1

Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces

4

Copyright Page

7

Contents

10

Foreword

22

Acknowledgments

24

Part I: Introduction to Prototyping

26

Chapter 1. Introduction

28

What Is Paper Prototyping Anyway?

28

What Paper Prototyping Isn’t

34

Benefits of Paper Prototyping

37

Paper Prototyping and Usability

37

The History of Paper Prototyping

39

Usefulness of Paper Prototyping

39

Audience for This Book

40

Usability for Everyone

42

Author Background

42

Terminology Used in This Book

43

Chapter Overview

45

No Bad Examples!

48

Companion Web Site: www.paperprototyping.com

48

Chapter 2. Case Studies

50

Software: The MathWorks

52

Web Application: Centra Symposium

55

E-commerce Web Site: Priceline.com

60

Small-Screen Display: Pingtei xpressa Phone Interface

64

Touch Screen Interface: Jukebox Car Radio

67

Historical Examples of Paper Prototyping

70

Summary

72

Chapter 3. Thinking about Prototyping

73

Creating an Interface-Look and Feel

73

Designing

74

Rendering

75

Coding

78

Psychological Benefits for Users

81

Effects on the Product Team

84

Summary

91

Chapter 4. Making a Paper Prototype

94

Paper Prototyping Materials

94

Creating a Background

99

How to Prototype Interface Widgets

105

Representing the Users' Choices

108

Hand-Drawing versus Screen Shots

109

Simulating Interaction

110

Beyond the Computer Screen-Incorporating Other Elements

113

Summary

120

Part II: Process: Conducting a Usability Study with a Paper Prototype

122

Chapter 5. Planning a Usability Study with a Paper Prototype

124

Overview of a Usability Study Using a Paper Prototype

125

People to Involve

127

Kickoff Meeting

130

User Recruitment

141

How Many Usability Studies?

143

It Gets Easier

144

Chapter 6. Task Design

146

Characteristics of a Good Task

146

Overview of the Task Creation Process

149

Step 1: List User Goals

150

Step 2: List Your Questions

151

Step 3: Prioritize Your Questions

153

Step 4: Create a Task

154

Step 5: Number and Order the Tasks

161

Step 6: Write Instructions for Users

163

Step 7: Reality-Check Your Tasks

167

Chapter 7. Preparing the Prototype

170

List the Pieces Needed for the Tasks

170

Don’t Forget the Data

171

Divide and Conquer

172

Parallel Design

173

Existing versus New Design?

174

Hand-Drawn versus Screen Shots?

176

Tips for Hand-Drawn Prototypes

177

Greeking and Simplification

179

Using Screen Shots

181

Separating Elements

182

How Much to Prototype-Anticipating Paths and Errors

183

Organizing the Prototype

184

Design Reviews

185

Internal Walkthroughs

187

The Final Walkthrough–the Usability Test Rehearsal

192

Pilot Tests

194

Chapter 8. Introduction to Usability Test Facilitation

196

Facilitator Responsibilities

197

Ethical and Legal Responsibilities

197

Facilitator Roles: Flight Attendant, Sportscaster, Scientist

202

Co-Discovery (Two-User) Testing

211

Making Trade-Offs

214

Other Common Testing Challenges

216

Tips for New Facilitators

219

Chapter 9. Usability Testing with a Paper Prototype

222

The Test Facility

222

Seating

223

Videotaping

224

Preparing Users

228

How the "Computer" Behaves

234

Facilitating a Paper Prototype Test

236

Ending the Test

238

Combining Roles

238

Iterative Refinement: Modifying the Prototype

239

Chapter 10. Observers

246

Benefits of In-Room Observers

246

Concerns about In-Room Observers

250

Weighing Risks and Rewards

254

The Rules

254

Working up to In-Room Observers

260

Preparing the Users

260

Observer-User Interactions: Questions to Avoid

261

What Observers Should Do

264

Chapter 11. Data. Capturing, Prioritizing, and Communicating

266

Capturing the Data (Note-Taking)

266

Debriefing Meeting: Prioritizing the Issues

272

Communicating and Documenting the Results

278

Summary

281

Part III: DecidingWhether to Use Paper

282

Chapter 12. What Paper is (and Isn't) Good For

284

Dimensions of a Prototype

284

Which Dimensions Matter?

293

What Paper Prototypes Will Likely Find (Depth Issues)

297

What Paper Prototypes May Find (Look Issues)

300

What Paper Prototypes Won't Find (Interaction Issues)

302

Finding Problems through Inspection

306

What Usability Testing Won't Find (Real-Life Situations)

307

Summary

308

Chapter 13. The Politics of Paper Prototyping

310

Validity

311

Bias

317

Examining Bias: Qualitative Analysis

330

Professionalism

335

Resource Constraints

337

Tips for Dealing with Skeptics

342

Chapter 14. When to Use Paper

344

War Stories

344

People and Logistics

347

Development Context

350

Tasks, Data, and Test Scenarios

353

Timing and Scope

355

Making Your Decision

356

Hybrid (Paper + Software) Testing

359

Broading the Focus

20

Chapter 15. Examples of User-Centered Design

364

Example 1: The MathWorks

364

Example 2: IBM

368

Example 3: Dictaphone

371

Chapter 16. Final Thoughts

378

References

380

Papers and Articles

380

Books

383

Web Sites

384

Index

386

Figure Credits

402

About the Author

403