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Title Mobile Prototyping EssentialsWeb Directions Unplugged Rachel Hinman Senior Research Scientist   Nokia Research Lab  Palo Alto, California USA
I used to be a web designer, too
How can we streamline the checkout process What makes mobile UX different? Q: Q:
Where do I begin
Where do I begin “I would have made different choices.”
Where do I begin Key Difference =  Different Design Choices
Our plan for today… Our plan for today Identify where things usually go wrong during the mobile UX process
Our plan for today… Our plan for today Identify where things usually go wrong during the mobile UX process Review the four “whys” of prototyping
Our plan for today… Our plan for today Identify where things usually go wrong during the mobile UX process Review the four “whys” of prototyping Identify the two genres of mobile prototyping
Our plan for today… Our plan for today Identify where things usually go wrong during the mobile UX process Review the four “whys” of prototyping Identify the two genres of mobile prototyping Overview/how-to of six mobile prototyping methods
Along the way… Along the way Watch for slides with this orange label! Slides Worth Keeping Design Principles Design Activities Shameless Opinion
Okay, let’s get started! Okay… let’s get started
A What are the similarities
A What are the similarities
A What are the similarities
? 16 Web designers know how to work in a rapidly evolving field
17 Web designers know how to work in a rapidly evolving field
Bad Decision-Making 18 Web designers know how to work in a rapidly evolving field
The final diamond is where good design decisions matter most… 19
The final diamond is where good design decisions matter most… …and where designers new to mobile have the least domain specific skill and confidence. 20 Web designers know how to work in a rapidly evolving field
Prototype Prototype Prototype Prototype Prototype Prototype 21 Prototype
PC Prototypingis considered a   Luxury A Um… duh!
Mobile Prototyping is Essential A Um… duh!
24 Differences in the mobile environment Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input
Differences in the mobile environment 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 25
Designers new to mobile don’t have the domain specific skills or heuristics to lean on. A Um… duh!
The best way to develop those skills is to prototype early and often. A Um… duh!
Prototypes are the ultimate  decision-making aid.  A Um… duh!
What we learned from the web steal this slide! “Whys” of prototyping Improve your design decision-making Communicate an Idea Gather User Feedback Explore the “Unknowns” Fine-tune an Idea
Communicating an Idea or Experience YouTube Video
Hypothesis vs. Agenda Gather User Feedback
Hypothesis vs. Agenda Exploring the Unknowns
Hypothesis vs. Agenda Fine-Tune an Idea
Two Genres 34 Web designers know how to work in a rapidly evolving field
Tactical Prototyping
Hypothesis vs. Agenda Experiential Prototyping
You are working on a “focused” mobile project. 1 Sympathy to context principles Tactical Prototyping: Best suited for design explorations where: steal this slide! 2 Target mobile hardware and software scope is known. 3 The design space is relatively known.
You are working on a “broader” mobile project. 1 Sympathy to context principles Experiential Prototyping: Best suited for design explorations where: steal this slide! 2 Target mobile hardware and software scope is unknown.(perhaps being created). 3 The design space is relatively unchartered.
Hypothesis vs. Agenda Tactical Prototyping
What we learned from the web steal this slide! Tactical Prototypes Sketching In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specific Prototype
What we learned from the web steal this slide! Tactical Prototypes Sketching In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specific Prototype
Hypothesis vs. Agenda Sketching
Hypothesis vs. Agenda Great Mobile UIs Speak their Power
Speak their power? Huh? Q: A
A light switch
Shopping cart 46
Shopping cart 47
We can annotate expectations in the web world 48 We can annotate expectations in the web world
We can annotate expectations in the web world Free two-day shipping Look inside the book REALLY!Look inside the book Get it new OR used! Sell mine Add to cart Shipping! Collectible! Maybe a kindle!
Options have to be apparent and intuitive in mobile for people to
51 Text entry will never be easy Design for partial attention and interruption
How do you make interfaces that speak their power How do I create mobile interfaces that “speak their power”? Q: A
Edit!!! 53 Web designers know how to work in a rapidly evolving field
RuthlessEditing 54 Web designers know how to work in a rapidly evolving field
Each card speaks it’s power 55 It’s like a game of cards
Let the Content be the Star 56 It’s like a game of cards
Pivoting people through information 57
Pivoting people through information Claiming you can’t draw get’s you labeled a “whiner” 58
What we learned from the web steal this slide! Tips for Ruthless Editing What’s the primary purpose of this screen? What are the 3-5 secondary actions this screen must support? What is the most intuitive way to visualize this information? Will users know how to interact with the screen within three seconds? Is the information on this screen too dense? What can be removed?
Paper In-Screen Prototypes Following Process documented by Diego Pulidovia UX Magazine – Paper In-Screen PrototypesPhotos courtesy of Diego Pulido and UX Magazine 60 http://www.uxmag.com/design/paper-in-screen-prototyping
Paper Prototype example 1. Sketch screen layouts.       61 Photo courtesy of Diego Pulido and UX Magazine
Paper Prototype example 1. Sketch screen layouts.    2. Scan or photograph      the sketches.     	 62 Photo courtesy of Diego Pulido and UX Magazine
Paper Prototype example 1. Sketch screen layouts.    2. Scan or photograph      the sketches.  3. Making sizing     adjustments to the     files.         63 Photo courtesy of Diego Pulido and UX Magazine
Paper Prototype example  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.       64 Photo courtesy of Diego Pulido and UX Magazine
 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 device’s photo gallery.           65 Photo courtesy of Diego Pulido and UX Magazine
Paper Prototype example 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 device’s photo gallery.  6. Click and swipe away.            66 Photo courtesy of Diego Pulido and UX Magazine
Paper Prototype example Paper Prototyping 67
68
Paper Prototype example Mobile Browser Prototypes 69
Paper Prototype example Keynote/Powerpoint Prototypes 70
Paper Prototype example 71
What we learned from the web steal this slide! Reasons for Prototyping in Keynote/Powerpoint It’s super efficient and fast! Level of fidelity is high – gives you an end result that looks and feels like a real app. Supports *some* gestures and transitions. It’s as close as you can get to the real thing without digging into code.
What we learned from the web steal this slide! Reasons for Prototyping in Keynote/Powerpoint It’s super efficient and fast! Level of fidelity is high – gives you an end result that looks and feels like a real app. Supports *some* gestures and transitions. It’s as close as you can get to the real thing without digging into code.
Paper Prototype example SCROLL GUI = “Desktop” and “Pages” as Anchors 74
NUIs Can Feel Anchor-less 75
Paper Prototype example [ ] + = 76
Paper Prototype example = 77
What we learned from the web Animation & TransitionsA new design elements that can: steal this slide! Reinforce cognition. Help users form a mental model of how information will “unfold”. Provide cues for interaction. Help make your experience feel more intuitive for users.
Paper Prototype example 79
Practice 80
How to prototype interactive iPad applications in 30 minutes or less using Apple KeynoteBy Amir Khella Photo courtesy of Amir Khella 81
Hypothesis vs. Agenda Experiential Prototyping
83 Context Framework Context Framework steal this slide!
84 Context Framework Context Framework steal this slide!
85 Relationships Chording Orchestration and Inflection
You are working on a “broader” mobile project. 1 Sympathy to context principles Experiential Prototyping: Best suited for design explorations where: steal this slide! 2 Target mobile hardware and software scope is unknown.(perhaps being created). 3 The design space is relatively unchartered.
What we learned from the web Experiential Prototypes Storyboarding Body Storming Speed Dating Prototypes Concept Videos
Paper Prototype example Storyboarding 88
89 “in the wild” ideation
What we learned from the web Mobile UX Storyboarding Identify the central idea(s) you are trying to communicate.
What we learned from the web 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.
What we learned from the web 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
What we learned from the web 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.
What we learned from the web 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.
Paper Prototype example 95
Paper Prototype example 96
Paper Prototype example Bodystorming 97
Through Lines Company Secret © 2010  Nokia   August 2010	Hinman 98
In reality… people’s lives are messy
Paper Prototype example 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. 104
Select groups of five to eight participants in a troupe.  Photo by Christian Crumlish (xian), 2009 on Flickr 105
Paper Prototype example Select groups of five to eight participants in a troupe.  Identify 3-5 experience scenarios for your troupe to “perform.” Examples: Purchasing a cup of coffee with my iPhone, selecting which phone to purchase in a carrier’s store.  Photo by Christian Crumlish (xian), 2009 on Flickr 106
Paper Prototype example 3. Every player must have a role; there should be no “trees” that are just for background. Use large cards that label the roles people are playing.   107 Photo by Christian Crumlish (xian), 2009 on Flickr
Paper Prototype example  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 108
Paper Prototype example 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 109
Paper Prototype example 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 110
Paper Prototype example Design in Context 111
Paper Prototype example Speed Dating Prototypes Illustration courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 112
Paper Prototype example Scott Davidoff of CMU ,[object Object]
High Cost of Failure
Unpredictable social        consequencesRapidly Exploring Application Design through Speed Dating 113
Speed Dating Prototypes Builds on three theories: Abundance brings perspective. 1 Sympathy to context principles 2 Need to cross boundaries to know they exist. 3 Multiple low-cost engagements with multiple concepts enables a broader perspective to emerge.
115 “in the wild” ideation
Paper Prototype example 1. Need Validation Illustration courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 116
Paper Prototype example 1. Need Validation 117
Paper Prototype example 2. User Enactments Photo courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 118
Paper Prototype example 2. User Enactments Photo courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 119
Paper Prototype example Concept Videos Nokia 888 communicator concept phone design by Tamer Nakisci 120
Paper Prototype example 121
Paper Prototype example 122
Paper Prototype example Concept Videos Pros ,[object Object]
Highly Shareable
Good for High-Level  Ideas
Technology still in  development 123
Paper Prototype example Concept Videos Pros Cons ,[object Object]
Highly Shareable
Good for High-Level  Ideas
Technology still in  development
Resource Intensive!!!
Skill intensive
Cultural Fit

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Mobile Prototyping Essentials

  • 1. Title Mobile Prototyping EssentialsWeb Directions Unplugged Rachel Hinman Senior Research Scientist Nokia Research Lab Palo Alto, California USA
  • 2. I used to be a web designer, too
  • 3. How can we streamline the checkout process What makes mobile UX different? Q: Q:
  • 4. Where do I begin
  • 5. Where do I begin “I would have made different choices.”
  • 6. Where do I begin Key Difference = Different Design Choices
  • 7. Our plan for today… Our plan for today Identify where things usually go wrong during the mobile UX process
  • 8. Our plan for today… Our plan for today Identify where things usually go wrong during the mobile UX process Review the four “whys” of prototyping
  • 9. Our plan for today… Our plan for today Identify where things usually go wrong during the mobile UX process Review the four “whys” of prototyping Identify the two genres of mobile prototyping
  • 10. Our plan for today… Our plan for today Identify where things usually go wrong during the mobile UX process Review the four “whys” of prototyping Identify the two genres of mobile prototyping Overview/how-to of six mobile prototyping methods
  • 11. Along the way… Along the way Watch for slides with this orange label! Slides Worth Keeping Design Principles Design Activities Shameless Opinion
  • 12. Okay, let’s get started! Okay… let’s get started
  • 13. A What are the similarities
  • 14. A What are the similarities
  • 15. A What are the similarities
  • 16. ? 16 Web designers know how to work in a rapidly evolving field
  • 17. 17 Web designers know how to work in a rapidly evolving field
  • 18. Bad Decision-Making 18 Web designers know how to work in a rapidly evolving field
  • 19. The final diamond is where good design decisions matter most… 19
  • 20. The final diamond is where good design decisions matter most… …and where designers new to mobile have the least domain specific skill and confidence. 20 Web designers know how to work in a rapidly evolving field
  • 21. Prototype Prototype Prototype Prototype Prototype Prototype 21 Prototype
  • 22. PC Prototypingis considered a Luxury A Um… duh!
  • 23. Mobile Prototyping is Essential A Um… duh!
  • 24. 24 Differences in the mobile environment Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input
  • 25. Differences in the mobile environment 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 25
  • 26. Designers new to mobile don’t have the domain specific skills or heuristics to lean on. A Um… duh!
  • 27. The best way to develop those skills is to prototype early and often. A Um… duh!
  • 28. Prototypes are the ultimate decision-making aid. A Um… duh!
  • 29. What we learned from the web steal this slide! “Whys” of prototyping Improve your design decision-making Communicate an Idea Gather User Feedback Explore the “Unknowns” Fine-tune an Idea
  • 30. Communicating an Idea or Experience YouTube Video
  • 31. Hypothesis vs. Agenda Gather User Feedback
  • 32. Hypothesis vs. Agenda Exploring the Unknowns
  • 33. Hypothesis vs. Agenda Fine-Tune an Idea
  • 34. Two Genres 34 Web designers know how to work in a rapidly evolving field
  • 36. Hypothesis vs. Agenda Experiential Prototyping
  • 37. You are working on a “focused” mobile project. 1 Sympathy to context principles Tactical Prototyping: Best suited for design explorations where: steal this slide! 2 Target mobile hardware and software scope is known. 3 The design space is relatively known.
  • 38. You are working on a “broader” mobile project. 1 Sympathy to context principles Experiential Prototyping: Best suited for design explorations where: steal this slide! 2 Target mobile hardware and software scope is unknown.(perhaps being created). 3 The design space is relatively unchartered.
  • 39. Hypothesis vs. Agenda Tactical Prototyping
  • 40. What we learned from the web steal this slide! Tactical Prototypes Sketching In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specific Prototype
  • 41. What we learned from the web steal this slide! Tactical Prototypes Sketching In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specific Prototype
  • 43. Hypothesis vs. Agenda Great Mobile UIs Speak their Power
  • 44. Speak their power? Huh? Q: A
  • 48. We can annotate expectations in the web world 48 We can annotate expectations in the web world
  • 49. We can annotate expectations in the web world Free two-day shipping Look inside the book REALLY!Look inside the book Get it new OR used! Sell mine Add to cart Shipping! Collectible! Maybe a kindle!
  • 50. Options have to be apparent and intuitive in mobile for people to
  • 51. 51 Text entry will never be easy Design for partial attention and interruption
  • 52. How do you make interfaces that speak their power How do I create mobile interfaces that “speak their power”? Q: A
  • 53. Edit!!! 53 Web designers know how to work in a rapidly evolving field
  • 54. RuthlessEditing 54 Web designers know how to work in a rapidly evolving field
  • 55. Each card speaks it’s power 55 It’s like a game of cards
  • 56. Let the Content be the Star 56 It’s like a game of cards
  • 57. Pivoting people through information 57
  • 58. Pivoting people through information Claiming you can’t draw get’s you labeled a “whiner” 58
  • 59. What we learned from the web steal this slide! Tips for Ruthless Editing What’s the primary purpose of this screen? What are the 3-5 secondary actions this screen must support? What is the most intuitive way to visualize this information? Will users know how to interact with the screen within three seconds? Is the information on this screen too dense? What can be removed?
  • 60. Paper In-Screen Prototypes Following Process documented by Diego Pulidovia UX Magazine – Paper In-Screen PrototypesPhotos courtesy of Diego Pulido and UX Magazine 60 http://www.uxmag.com/design/paper-in-screen-prototyping
  • 61. Paper Prototype example 1. Sketch screen layouts.      61 Photo courtesy of Diego Pulido and UX Magazine
  • 62. Paper Prototype example 1. Sketch screen layouts.   2. Scan or photograph the sketches.     62 Photo courtesy of Diego Pulido and UX Magazine
  • 63. Paper Prototype example 1. Sketch screen layouts.   2. Scan or photograph the sketches. 3. Making sizing adjustments to the files.         63 Photo courtesy of Diego Pulido and UX Magazine
  • 64. Paper Prototype example  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.       64 Photo courtesy of Diego Pulido and UX Magazine
  • 65.  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 device’s photo gallery.          65 Photo courtesy of Diego Pulido and UX Magazine
  • 66. Paper Prototype example 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 device’s photo gallery. 6. Click and swipe away.           66 Photo courtesy of Diego Pulido and UX Magazine
  • 67. Paper Prototype example Paper Prototyping 67
  • 68. 68
  • 69. Paper Prototype example Mobile Browser Prototypes 69
  • 70. Paper Prototype example Keynote/Powerpoint Prototypes 70
  • 72. What we learned from the web steal this slide! Reasons for Prototyping in Keynote/Powerpoint It’s super efficient and fast! Level of fidelity is high – gives you an end result that looks and feels like a real app. Supports *some* gestures and transitions. It’s as close as you can get to the real thing without digging into code.
  • 73. What we learned from the web steal this slide! Reasons for Prototyping in Keynote/Powerpoint It’s super efficient and fast! Level of fidelity is high – gives you an end result that looks and feels like a real app. Supports *some* gestures and transitions. It’s as close as you can get to the real thing without digging into code.
  • 74. Paper Prototype example SCROLL GUI = “Desktop” and “Pages” as Anchors 74
  • 75. NUIs Can Feel Anchor-less 75
  • 78. What we learned from the web Animation & TransitionsA new design elements that can: steal this slide! Reinforce cognition. Help users form a mental model of how information will “unfold”. Provide cues for interaction. Help make your experience feel more intuitive for users.
  • 81. How to prototype interactive iPad applications in 30 minutes or less using Apple KeynoteBy Amir Khella Photo courtesy of Amir Khella 81
  • 82. Hypothesis vs. Agenda Experiential Prototyping
  • 83. 83 Context Framework Context Framework steal this slide!
  • 84. 84 Context Framework Context Framework steal this slide!
  • 85. 85 Relationships Chording Orchestration and Inflection
  • 86. You are working on a “broader” mobile project. 1 Sympathy to context principles Experiential Prototyping: Best suited for design explorations where: steal this slide! 2 Target mobile hardware and software scope is unknown.(perhaps being created). 3 The design space is relatively unchartered.
  • 87. What we learned from the web Experiential Prototypes Storyboarding Body Storming Speed Dating Prototypes Concept Videos
  • 88. Paper Prototype example Storyboarding 88
  • 89. 89 “in the wild” ideation
  • 90. What we learned from the web Mobile UX Storyboarding Identify the central idea(s) you are trying to communicate.
  • 91. What we learned from the web 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.
  • 92. What we learned from the web 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
  • 93. What we learned from the web 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.
  • 94. What we learned from the web 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.
  • 97. Paper Prototype example Bodystorming 97
  • 98. Through Lines Company Secret © 2010 Nokia August 2010 Hinman 98
  • 99.
  • 100.
  • 101.
  • 102.
  • 103. In reality… people’s lives are messy
  • 104. Paper Prototype example 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. 104
  • 105. Select groups of five to eight participants in a troupe. Photo by Christian Crumlish (xian), 2009 on Flickr 105
  • 106. Paper Prototype example Select groups of five to eight participants in a troupe. Identify 3-5 experience scenarios for your troupe to “perform.” Examples: Purchasing a cup of coffee with my iPhone, selecting which phone to purchase in a carrier’s store. Photo by Christian Crumlish (xian), 2009 on Flickr 106
  • 107. Paper Prototype example 3. Every player must have a role; there should be no “trees” that are just for background. Use large cards that label the roles people are playing.   107 Photo by Christian Crumlish (xian), 2009 on Flickr
  • 108. Paper Prototype example  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 108
  • 109. Paper Prototype example 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 109
  • 110. Paper Prototype example 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 110
  • 111. Paper Prototype example Design in Context 111
  • 112. Paper Prototype example Speed Dating Prototypes Illustration courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 112
  • 113.
  • 114. High Cost of Failure
  • 115. Unpredictable social consequencesRapidly Exploring Application Design through Speed Dating 113
  • 116. Speed Dating Prototypes Builds on three theories: Abundance brings perspective. 1 Sympathy to context principles 2 Need to cross boundaries to know they exist. 3 Multiple low-cost engagements with multiple concepts enables a broader perspective to emerge.
  • 117. 115 “in the wild” ideation
  • 118. Paper Prototype example 1. Need Validation Illustration courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 116
  • 119. Paper Prototype example 1. Need Validation 117
  • 120. Paper Prototype example 2. User Enactments Photo courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 118
  • 121. Paper Prototype example 2. User Enactments Photo courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 119
  • 122. Paper Prototype example Concept Videos Nokia 888 communicator concept phone design by Tamer Nakisci 120
  • 125.
  • 128. Technology still in development 123
  • 129.
  • 132. Technology still in development
  • 136. Concept videos don’t make bad ideas good.124
  • 137. Paper Prototype example Things to remember… 125
  • 138. Paper Prototype example Fidelity 126
  • 139. Paper Prototype example Failure 127
  • 140. Paper Prototype example Prototyping is not a Panacea 128
  • 141. Our plan for today… Our plan for today Identify where things usually go wrong during the mobile UX process Review the four “whys” of prototyping Identify the two genres of mobile prototyping Overview/how-to of six mobile prototyping methods
  • 142. PC Prototypingis considered a Luxury A Um… duh!
  • 143. Mobile Prototyping is Essential A Um… duh!
  • 144. Good luck Good luck!
  • 145. Thanks, and next up… Thank you! Email: rachel.hinman@nokia.com
  • 146. Oh! By the way, I’m writing a book.. The Mobile Frontier A Guide for Designing Mobile Experiences Expected Publication: late 2011 Follow along…
  • 147. Q? Q&A: final break