paper prototyping |
Wouldn't it be great to find out what users (and marketing) want before you start coding? Paper prototyping lets you do just that. While it may seem counterintuitive to test an interface without using a computer, paper prototyping lets you get maximum feedback for minimum effort. After a few usability tests with a paper prototype, you'll have confidence that you're implementing the right thing.
Paper prototyping is a method of usability testing that is useful for Web sites, Web applications, and conventional software. Here's how it works:
A facilitator (usually someone trained in usability) conducts the session while other members of the development team observe and take notes. The computer does not explain how the interface is supposed to work, but merely simulates what the interface would do. In this manner, you can identify which parts of the interface are self-explanatory and which parts are confusing. Because the prototype is all on paper, you can modify it very easily to fix the problems you find.
Figure 1. A paper prototype of the File Setup dialog from Microsoft Word
Figure 1 illustrates how various GUI widgets can be prototyped. This example shows the File Setup dialog from Microsoft Word. (In a usability test, this component would be placed on top of a prototype of the Word application rather than being shown by itself.)
Figure 2. The shopping cart page from an e-commerce site
Figure 2 shows how removable tape allows users to place any combination of items in the shopping cart. The computer can update the shipping cost and total accordingly by wiping them off the transparency with a damp paper towel and rewriting them. (It's not considered cheating for the computer to use a calculator!)
You can use screen shots of an existing design if you happen to have them, but it's also fine to hand-sketch them, especially when you're in the early stages of design. And as Figure 3 shows, sometimes hand-drawn elements are actually more readable than screen shots that use a dark background color.
Figure 3. Hand-drawn versions of browser buttons compared to a grayscale screen shot
You can also mix and match screen shots and hand-drawn components. The prototype only needs to be good enough for you to get answers to the questions you're most concerned about. Thus, most paper prototypes don't need:
It's fine if the prototype looks a bit messy. Very often, the first usability test will show you problems you'd never anticipated, and then you'll want to make changes. Don't spend time making the prototype look neat before you test it -- if it's legible, it's good enough. (For those of you who are thinking, But I can easily mock up something that looks nice, see the sidebar.)
Paper prototyping is especially useful for gathering data about the following kinds of problems:
On the other hand, paper prototyping isn't ideal if your biggest questions pertain to:
Some development teams use paper prototypes in the early stages to smoke out the show-stoppers, and then do a couple of additional usability tests later with the real interface just to look for any additional surprises.
If you design and/or implement user interfaces, paper prototyping can provide several benefits:
Paper prototypes give you complete control over how the interface behaves -- this is useful for short-notice demos as well as usability tests. Paper prototypes don't use databases, networks, servers, or any other form of technology, which eliminates most of the things that can go wrong. You don't have to worry about someone putting a change up on the development server that breaks the very thing you're trying to test (and this also means that development doesn't have to come to a complete stop every time you want to do a usability test).
You may be thinking, "But this is my application. I'm the one writing the code." Yes, but until you're well into the debugging stage, your code (or code written by others that yours depends on) may not be stable enough to allow users to do meaningful work without crashing. Bugs happen -- there's a big difference between the pleasant fantasy of &147;These ones and zeros obey my every whim and the painful reality of I'd be better off if I hadn't come in today. I hope I'm not the only software developer who's ever said that!
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Why not just use Visual Basic, HTML, etc.?
There are some inherent advantages that paper prototyping offers over any computer-based prototype, no matter how proficient you are with the tool.
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Even people who recognize the benefits of paper prototyping may have some concerns about the technique. The questions I commonly hear fall into three categories: validity, professionalism, and resources.
To my knowledge, there is only one published scientific study (see Resources) of the validity of paper prototyping. Three researchers at Verizon (formerly GTE Labs) compared the type and number of problems found with a low-fidelity (i.e., paper) prototype as compared to a working prototype. They found that there was a significant degree of overlap between the problems found using the two different methods. Although the working prototypes did uncover a few more problems, they also took significantly longer to develop than the low-fidelity ones -- weeks instead of days. These results indicate that there are diminishing returns from taking the additional time to develop a polished prototype.
My own practical experience backs this up. I have conducted several hundred usability tests of software and Web sites, including more than 100 using paper prototypes. With only a few exceptions, I find the same kinds of problems with both.
Fortunately, that's not what happens. Users (and coworkers) respond positively to a paper prototype, provided that they've been briefed appropriately. When participants arrive for a usability test, I explain that we know the design has some rough edges (sometimes literally!) but that we want to get their feedback before we've invested a lot of effort to build the wrong thing. I've found that users understand this, and I've never heard a user make a disparaging remark about a paper prototype. On the contrary -- users appreciate knowing that their input is being requested while there's still time to incorporate it.
Sometimes paper prototyping will uncover planned functionality that doesn't need to be implemented. For example, I once tested a paper prototype of a distance learning Web application. The original design called for users to have avatars to navigate the virtual classroom, raise their virtual hands, etc. In prototype testing, we quickly learned that all this virtual 3D stuff got in the way of the real purpose of the application, which was to enable large companies to provide training to geographically dispersed employees. The designers realized that they were jeopardizing their whole product concept by trying to make the application feel like a video game. They dropped the 3D functionality, which actually shortened their development schedule. This was five years ago, and the product is still around, sans 3D.
It's normal for interfaces to undergo substantial changes between the initial concept and the actual release. No one enjoys writing code that ends up having to be overhauled or scrapped. Paper prototyping lets you find significant problems early in the design process, so you can experiment to find the best solution before investing the effort to implement it.
The article Usability problem identification using both low- and high-fidelity prototypes by Robert Virzi, Jeff Sokolov, and Demetrios Karis is available from the ACM Digital Library. (You must be an ACM member or pay a US$10 fee to download individual articles.)
Read the author's list of useful office supplies for paper prototyping, including hard-to-find items like removable tape. Includes links to specific items on two office supply Web sites.
The book A Practical Guide to Usability Testing by Joe Dumas and Ginny Redish is a good introductory reference for usability testing.
The Society for Technical Communication maintains a Topics in Usability site containing resources on usability testing.
From User Interface Engineering's site, see the articles Five Paper Prototype Tips by Matthew Klee, and Using Paper Prototypes to Manage Risk by Carolyn Snyder.
Check out Carolyn Snyder's article Seven Tricks that Web Users Don't Know to find out what you may be taking for granted about your users.
Snyder Consulting * (603) 216-2255 * csnyder at snyderconsulting dot net