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Prototyping: Learn Eight Common Methods and Best Practices

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116 views12 pages

Prototyping: Learn Eight Common Methods and Best Practices

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Alee Fernandez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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15/5/2021 Prototyping: Learn Eight Common Methods and Best Practices | Interaction Design Foundation (IxDF)

Want a new job in UX? Get free months: refer your friends For companies Frequently asked questions C

Prototyping: Learn Eight Common


Methods and Best Practices
by Rikke Friis Dam and Teo Yu Siang | 10 months ago | 19 min read

There can never be an exhaustive list of prototyping methods, since there is quite
literally an endless number of ways you can build prototypes. What we can do,
however, is provide a useful list of the eight most common prototyping methods,
together with best practice tips that help you maximise your prototyping and
testing sessions. By arming yourself with these eight common methods, you can
begin your iterative process of building prototypes in order to empathise with
your users, to decide on and re ne your ideas and to test your solutions.

Before we begin looking at the common prototyping methods, let us rst


brie y examine the prototyping and testing process. You will need to pay

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attention to these four key components of prototyping and testing, no


matter what method you choose to utilise:

People – including those whom you are testing and the observers

Objects – static and interactive, including the prototype and other


objects the people and/or prototype interact/s with

Location – places and environments

Interactions – digital or physical, between people, objects and the


location

When you are building your prototypes, as well as when you’re testing
them, keep in mind these key components. For instance, if you are testing
your prototype in a lab, think about how to simulate the natural
environment in which your design will engage its users. Also, take note of
other objects that the prototype will be used with. When performing a task,
for example, will the users be wearing gloves, or have their hands full?
What implications would that have on how they can use a product or
service? With these four components of testing a prototype in mind, let us
look at the eight common methods of prototyping that you can use.

Sketches and Diagrams


Sketching is one of the earliest forms of prototyping you can use. It requires
very little e ort and does not necessarily rely on artistic levels of drawing
skill to prove useful, and therein lies its value. Use sketches to illustrate
your ideas and launch them into the real world — even the simplest and
crudest of sketches can easily achieve that. Sketch simple illustrations of
your concepts so that they don’t exist only in your mind, hence allowing
you to share these with your team-mates for further discussion and
ideation
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ideation.

Author/Copyright holder: Tom Maiorana. Copyright terms and licence: CC BY 2.0

Even the messiest of scrawls (not that what we see above is a messy scrawl) can
serve as nurturing “soil” to make the seed of an idea sprout into a rst-class end
product.

You can also sketch diagrams and mind maps in order to illustrate a
system, process, or the structure of your ideas. You can sketch the various
touch points that a ect a user’s journey, and then identify how they relate
to one another. Alternatively, you can visualise and analyse how your ideas
can relate to one another and complement (or sometimes compete with)
one another. Diagramming is a useful way to understand complex
situations or use cases, where many factors and players a ect one another.
Journey maps, behaviour maps, system ow diagrams, and a range of other
mapping methods are at your service to help you scope out complex
situations.

Sketching is a valuable method of prototyping because you can do it


practically everywhere, with a paper and pen, or even on your smartphone
or tablet.

Paper Interfaces
Author/Copyright holder: Sage Ross. Copyright terms and licence: CC BY-SA 4.0

You don’t need to be an artist to sketch for an e ective outcome. The beauty of
sketching is that you can get the idea down pretty much as soon as it hits you
without worrying about it vanishing — even if you have to lean awkwardly to
scribble something while standing up on a train, it’s a great start.

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Digital products like mobile apps, websites, and web services, as well as
other screen-based products or experiences often require you to create a
range of prototyping methods in the run up to the nal design and
development. Paper interfaces are handy at the early stages of prototyping
for digital products. You can create paper interfaces by sketching them out,
or by drawing and cutting out usable parts of a user interface (such as a text
eld or a dropdown menu, etc.).

Jakob Nielsen, co-founder of the Nielsen Norman Group, explains that


paper prototypes are extremely easy and cheap to produce, while they can
provide you with many insights that can help you save money. When
designing digital products, you may be tempted to create higher- delity
prototypes directly on a computer, or start creating the product right away.
When you use paper interfaces, however, you can uncover many areas for
improvement, such as usability issues, that can help you make
improvements to your design in the early stages, thus avoiding production
costs. According to Nielsen, usability studies show that early-stage changes
are about 100 times cheaper than changes made in later stages of a
product development process. As the old proverb goes:

“A stitch in time saves nine.”


—(Anonymous)

A commonly used process in creating paper interfaces is sketching and


assembling prototypes of a working digital system. We do this by using
separate sheets of paper, including moveable interface elements, scrolling
pieces of paper, and other interactive features.

Storyboards
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Telling stories is an excellent way of guiding people through a user


experience. Storyboarding, a technique derived from the lm industry, is
something you can use for early prototyping to allow yourself to visualise
the user’s journey or how users would experience a problem or product.
When you draw storyboards, try to imagine the complete user experience,
and then capture it in a series of images or sketches.

In Storytelling for User Experience: Crafting Stories for Better Design, Whitney
Quesenbery, co-director of Center for Civic Design, and English writer
Kevin Brooks explain the bene ts of using stories in design projects.
According to them, stories not only enable us to collate information on
users, tasks, and goals but also spark new ideas by encouraging discussions
and collaboration between ourselves and other designers. By drawing out a
user’s experience, we also better understand their world and are thus able
to think in their shoes.

Storyboarding, as a prototyping method, ensures that we know our users


well enough (it would be hard to sketch a storyboard otherwise) and allows
us to keep in mind the context of the solution we are designing. It is useful
for developing an empathic understanding of users — and for generating
high-level ideation and discussions. Storyboards, however, are not very
useful for ne-tuning the details of products, because the drawings tend to
be more macroscopic in nature.

Lego Prototypes
Author/Copyright holder: Arto Alanenpää. Copyright terms and licence: CC BY-SA 4.0

Lego’s genius transcends child’s play — we have much to tap from Lego as
regards prototyping.
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Lego is a staple of any kid's toy box. Its versatility and ability to spark
imagination is what drives the company's success. As a designer, you can
take advantage of Lego’s ubiquity and versatility to create quick and simple
prototypes of your ideas. The best part of using Lego to build your
prototypes is that they become easy to dismantle and tweak; simply detach
a part of your Lego prototype, swap it with an alternative design, and play
with it to see if it works.

As Tim Brown, CEO of international design rm IDEO, recounts in his book


Change by Design, Lego prototyping has been widely used in IDEO’s
design thinking process, including once where it was used to create a
prototype for a complex insulin injection device.

In fact, Lego has taken its toy’s ability to stimulate creativity and ideation
seriously. In collaboration with Johan Roos and Bart Victor, professors at
the International Institute for Management Development in Switzerland, it
launched Lego Serious Play, a methodology that aims to foster
creative thinking and problem solving in businesses.

However, for the purposes of prototyping, any Lego should su ce. You can
use Lego bricks to create rough prototypes of products... or use Lego
characters to simulate a user’s journey. This allows your team to dive
straight into setting up your scenarios and telling stories.

Role-Playing
Role-playing, or experiential prototyping, is a method that allows your
design team to explore scenarios within the system you are targeting
physically. We can make the best use of role-playing in capturing and
expressing the users’ emotional experience of using a product or service.
You can also use it to gain an empathic understanding of your users —
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You can also use it to gain an empathic understanding of your users —

through simulating what they are experiencing. By re-enacting scenes and


situations you are attempting to improve, your team can get a better sense
of what the experience may actually feel like and where you need to
concentrate your main focus on improvement. You can also remember the
experience more vividly when you physically experience it, rather than
draw it out in a storyboard, for instance.

We can use role-playing with varying levels of detail, but the best
experience happens when you simulate the physical environment of the
user. You can create props, use objects around your workplace (such as
chairs and desks), and use audio simulations by playing a soundtrack that
mimics the user’s environment. If you are the facilitator of the role-playing
exercise, assign each participant a role, and choreograph certain skits
depending on the purpose of the role-playing exercise. For instance, if you
are trying to feel the emotional experience of using your service solution,
your team can act out the parts of a user and a service provider.

Decide on roles, scenes and storylines beforehand, and possibly combine


this method with storyboarding in order to capture the scenes and the
lessons you will learn from each scene.

Physical Models
Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms
and licence: CC BY-NC-SA 3.0

When the end result is a physical product, you can use a wide range of
materials to build mock-ups for testing. You can use rough materials, such
as paper, cardboard, clay, or foam, and you can also repurpose existing
objects you nd around you in order to build physical models.

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The purpose of a physical model is to bring an intangible idea, or two-


dimensional sketch, into a physical, three-dimensional plane. This allows
for much better testing with users, and it can spark discussions about the
form factor of the solution.

Wizard of Oz Prototypes
Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms
and licence: CC BY-NC-SA 3.0

Wizard of Oz prototypes are prototypes with faked functions — for


instance, interactivity that comes from a human rather than an algorithm
or software code, with users believing the latter is the case — that you can
use to test with your users. Like the wizard of Oz in the story (who
generates an ominous, magical and deceptive appearance from behind a
curtain), you are mimicking some aspects of your product for the sake of
prototyping it, allowing you to save time and resources. The most common
example of Wizard of Oz prototypes is a prototype of a digital system,
where the user is “tricked” into thinking the system responses are
computer-driven, when they are actually human-controlled — such as a
piece of virtual assistant software in which a human, working on another
computer, types the responses. Note—ethically, we as designers are well
within the boundaries when doing this; it does not involve manipulating
users for immoral gain.

So as to create a Wizard of Oz prototype, you rst have to decide on what


you want to test or explore. Then, gure out a way of mimicking or faking
the interactions. This requires a fair bit of ingenuity, but you can use ready-
made tools such as social media, PowerPoint, instant messaging and videos
to create a realistic imitation of computer interactivity. For instance, you
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could create an interactive PowerPoint presentation and use it together


with messages sent to a computer in order to fake the interactions of a
social media website without having to code.

You are best o using the Wizard of Oz prototyping method when testing
interactions of your product before building it. However, as you may have
noticed, this prototyping method involves a fair amount of time and e ort.
Therefore, you can really only make the best use of it for testing the e ects
and interactions of complex systems or in the later stages of your design
project.

User-Driven Prototypes
A user-driven prototype is unlike any other prototyping method previously
mentioned. Instead of building a prototype to test on users, you will instead
get the user to create something, and from the process learn more about the
user. When you ask the user to design a solution, rather than provide
feedback on a prototype, you can learn about the assumptions and desires
that the user possesses. The purpose of a user-driven prototype is not to
use the solutions that the users have generated; instead, it is to use their
designs to understand their thinking. You can use user-driven prototypes
to gain empathy with your users or to ne-tune the details of your product
once you have an idea in mind.

In order to create a user-driven prototype, you should ask the users to


create something that enables you to understand how they think about
certain issues. For instance, if you are interested in creating an improved
airport waiting experience, you could ask users to draw out what they think
is the ideal airport waiting process — or you could give them a bunch of
Lego bricks and encourage them to show you their dream waiting area in an
i l i l if l i i b i ld k
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airport. Alternatively, if your solution is a website, you could ask your users
to create a sketch of what features they think the website should have. For
user-driven prototypes to be useful, you should balance the amount of help
you o er the users so they do not feel lost (and thus fail to ideate), while
making the session open enough so that you can learn more about the users
without shepherding them towards your own ideas, which would defeat the
purpose in this light.

Which Prototype Should I Build?


With such a wide range of prototypes you can build, it might be a little
overwhelming at times when you and your team have to decide on what
exactly to build. Thankfully, IDEO’s Design Kit o ers a simple, four-step
process that you can follow in order to help you decide what kind of
prototypes to use.

What’s your idea about?


With your team, note down the key components of your idea or ideas.
Figure out what needs to be tested, and ask a key question for each
component of your idea that you wish to test.

Which questions do you want to ask?


Choose a few questions you want answered. For instance, if you want to
test out whether the weight of your product is acceptable and usable,
consider building a rough prototype with the same weight as that of the
nal product. On the other hand, if you want to test the level of
interaction between the product and the user, you may want to use role-
playing instead.

What prototype makes sense?


For each question, think about the kind of prototype that makes the most
sense and that would most e ectively answer the question. If possible,
hold a brainstorming session with your team so that you can generate as
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hold a brainstorming session with your team so that you can generate as

many alternatives as possible, then narrow down the choices via


discussion.

Just do it!
Design Thinking has a bias towards action. This means that you should
not spend too much time deliberating on what to build, and how to build
it — just go out there and start testing! If you are not sure about what
kind of prototype to use, make a few and test them. Your rst few
prototypes may be failures, but they will tell you so much more than just
thinking about what to do would tell you.

The Take Away


When prototyping, pay attention to four key considerations: people,
objects, location, and interactions. These factors will a ect how your
prototype will work — and what to observe in testing sessions. With these
factors in mind, you can build prototypes based on any of the eight methods
we’ve just covered: sketches, paper interfaces, storyboards,
Lego prototypes, role-playing, physical models, Wizard of Oz prototypes,
and user-driven prototypes. Finally, if you are unsure of what prototype to
build, you can use IDEO’s four-step process to help you to start making
prototypes. The range of choices is wide and clear enough for you to latch
— sooner rather than later — with the right prototype for you and hence
take a large step towards ultimately realising your ideas in the form of a
serviceable, user-friendly design.

References & Where to Learn More


Jakob Nielsen, Paper Prototyping: Getting User Data Before You Code, 2003:
https://www.nngroup.com/articles/paper-prototyping/

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Whitney Quesenbery and Kevin Brooks, Storytelling for User Experience:


Crafting Stories for Better Design, 2010:
http://rosenfeldmedia.com/books/storytelling-for-user-experience/

Lego Serious Play: http://www.lego.com/en-us/seriousplay

d.school, Wizard of Oz Prototyping:


http://futureofstu challenge.org/download/prototype/bootleg-
wizardofoz.pdf

Tim Brown, Change by Design: How Design Thinking Transforms Organizations


and Inspires Innovation, 2009

IDEO, Determine What to Prototype: http://www.designkit.org/methods/34

Hero Image: Grant Hutchins. Copyright terms and licence: CC BY-SA 2.0

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