Transcript
Page 1: Designing for usability with paper storyboards

DESIGNING FOR USABILITYMaking apps people will really use

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AGENDA

• The process from start to code

• We try it!

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YOUR EXPERIENCE

• What app do you have in mind?

• What do you plan to do to create an excellent user experience?

• Have you ever seen (or been!) a developer creating UI without designing first?

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THE DESIGN PROCESS

• Needfinding

• Storyboarding

• Wireframing

• Prototyping

• User testing

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NEEDFINDING

• Answers the question, “Why are you creating this?”

• Identify a real-world need or failing

• Process of observation, not problem-solving

• Got an app idea? Needfinding tells you if anyone will use it

• Exceptions: Games, entertainment apps.

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IDENTIFY NEEDS

• Where do people get stuck?

• Look for hacks like post-it notes

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WHAT NEEDFINDING IS NOT

• Asking people what they need

• Thinking of solutions to problems

• Thinking of ideas for apps

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THE DESIGN PROCESS

• Needfinding

• Storyboarding

• Wireframing

• Prototyping

• User testing

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STORYBOARDINGIllustrating a solution

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THE STORYBOARD• Tells the story of a task: A goal that is accomplished

• Setting: Characters, environment, task

• Sequence: Steps involved

• What leads someone to use the app?

• Satisfaction: How the goal is accomplished

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THE STORYBOARD

• Keep it simple

• No commitment to any UI

• Gets stakeholders aligned to a goal

• Common mistakes: Drawing a UI design or a list of uses for a product

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ASIDE:CREATE MORE THAN ONE

• At every stage of design, always create at least two designs.

• Storyboards

• Wireframes

• Prototypes*

• What are the benefits?

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WHY MORE THAN ONE?

• Pottery study

• Graded by weight vs. by quality

• Bayes and Orland, 2001

Scott Klemmer, “Human Computer Interaction” Coursera course

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QUANTITY VS. QUALITY

“While the quantity group was busily churning out piles of work - and learning from their mistakes - the quality group had sat theorizing about perfection, and in the end had little more to show for their efforts than grandiose theories and a pile of dead clay”

Bayes and Orland, 2001

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MULTIPLE DESIGNS: UNEXPECTED BENEFITS

• Avoids identifying with “your” prototype

• Feedback is about the ideas, not a judgment about me

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MULTIPLE DESIGNS: MORE CREATIVE IDEAS

• Often, your first design is not your best one

• Creative rule of 10 (Brad Hokanson)

• "Muñecas barbie diabólica" by Ricardo peralta solis - Own work. Licensed under Creative Commons Attribution-Share

Alike 3.0 via Wikimedia Commons - http://commons.wikimedia.org/wiki/File:Mu

%C3%B1ecas_barbie_diab%C3%B3lica.jpg#mediaviewer/File:Mu%C3%B1ecas_barbie_diab%C3%B3lica.jpg

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THE DESIGN PROCESS

• Needfinding

• Storyboarding

• Wireframing

• Prototyping

• User testing

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WIREFRAMING

• Wireframes are quick-and-dirty prototypes

• Why wireframe?

• Fail quickly, fail early, and iterate

• More iterations -> Better design

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WIREFRAMING

• Can use paper or a tool like Balsamiq or Moqups

• Illustrate interaction flow of application

• Low-fidelity helps testers concentrate on interaction, instead of aesthetics

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ASIDE:DESIGN CRITIQUE

• Objective critique of design using heuristics

• Jakob Nielsen’s “Ten Usability Heuristics”http://intra.iam.hva.nl/content/1112/verdieping1/research_for_design/intro-en-materiaal/RfD-Heuristic-Evaluation.pdf

• Perform before user testing

• Don’t waste users on easy-to-find issues

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WIREFRAMING CYCLE• Design two or more wireframes

• Heuristic evaluation

• Fix heuristic issues

• User test

• Fix user testing issues

• Repeat until user tests don’t identify any major problems

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THE DESIGN PROCESS

• Needfinding

• Storyboarding

• Wireframing

• Prototyping

• User testingBy Josh Swieringa from USA (Toyota Prototype)

[CC-BY-2.0 (http://creativecommons.org/licenses/by/2.0)], via Wikimedia Commons

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HIGH-FIDELITY PROTOTYPES

• Polished look and feel

• Raise user expectations, for more thorough feedback

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PROTOTYPING CYCLE• Design two or more significantly different high-fidelity prototypes

• Heuristic evaluation

• Fix heuristic issues

• User test

• Fix user testing issues

• Repeat until user tests don’t identify any major problems

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THE DESIGN PROCESS

• Needfinding

• Storyboarding

• Wireframing

• Prototyping

• User testing

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USER TESTING

• Next to needfinding, user testing is the most critical step in designing for usability

• Users lack inside knowledge

• Test with at least 3 users. No user will find all issues.

• User testing is often painful to watch!

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USER TESTING METHODS• Watch users to see where they get stuck or follow unexpected

paths

• Give concrete tasks

• Training: If user gets stuck, it’s a design failure, not a reflection on them

• Ask users to think aloud

• Interview afterward

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DESIGN EXERCISELet’s try it out!

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NEEDFINDING EXERCISE

1. Choose an Apple Watch app idea

2. List needfinding exercises. How would you do needfinding for this app?

A. Who would you observe and how?

B. Long-term study? Diary / experience sampling study?

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CREATE STORYBOARDS1. It’s not practical to perform need finding observation in the time we have, so we’ll cheat. Describe a

real-world need you’ve already identified, that your app idea solves.

2. Write out a Point of View: a sentence or very short paragraph describing a need and a solution space. Examples:

“Habits of mind are deeply engrained. We can't rely on the mind to automatically prompt us to perform a new behavior. Therefore, we need external reminders to change mental habits.”

“Choosing a wireless plan should be like choosing an outfit from your closet: easy and straightforward, convenient (it's all in one place), and customizable to your needs one day at a time (you have choices, but they aren't overwhelming).”

3. Create two storyboards, remembering to include:

A. Setting: characters, location, a task or goal

B. Sequence: What leads the character to use your app?

C. A resolution of the goal

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SHARE YOUR WORKTeams present their POV and storyboard

By Vector Open Stock - http://www.vectoropenstock.com/ [CC-BY-SA-3.0 (http://creativecommons.org/licenses/by-sa/3.0)], via Wikimedia Commons

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PAPER PROTOTYPING• Choose one storyboard

• Create a paper prototype of an app

• Time permitting, create a second prototype for the same storyboard

• One person rotates into another group to test that group’s prototype(s)

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Additional Credits

• Human-Computer Interaction. Scott Klemmer. Coursera class, June 2014. https://www.coursera.org/course/hciucsd

• The Creative Rule of 10. Brad Hokanson. YouTube video, https://www.youtube.com/watch?v=bnUUZcI0iyU


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