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Design Lecture: On Prototyping Affordance and feedback: Is there proper visual indication about what

areas are interactive, to guide the user quickly and easily? What’s the
feedback given to the user that something as changed? How will you
Hi everyone! So, for the past few weeks you’ve been working on express that in the prototype?
concept models, flow diagrams, and UI sketches as you tackle your
individual project around a “life logger” for some quantifiable pieces of
data. We are now going to “cross the threshold” — which our theme for States and conditions: Increasingly for complex apps (particularly for
today — into the world of behavior and action, by way of prototyping. enterprise or industrial situations) the user needs to be aware of multiple
states and qualifying conditions for certain actions and paths to be
available. How are these being expressed in the prototype easily for
Let’s delve deeper into what prototyping means, both user feedback?
the mechanics and mindset involved. First, let’s break apart the whole
concept of prototyping as it pertains to the practice of design.
Sequence and timing: Consider the sequence of actions and screens,
what comes up when, particularly if there’s multiple elements on the
Why is prototyping valuable? It’s about trial and experimentation! With same screen, or all in-context. There’s a careful choreography of timing
an emphasis on speed, utility, iteration, validation. It’s a powerful of elements involved in some cases.
stimulus to solicit reactions from users and stakeholders…which leads
to…
Navigation and orientation: How do you move across the screens
within the app, how do you know where you are and how to get back to
Who is prototyping for? We all say it’s for users — to validate a “home” or whatever the landing screen is? This maps to your “happy
concept’s viability or desirability. Does it match user expectations and path” defined for the user story that you wish to illustrate in the
assumptions. That’s true! Yes, of course. Also, it’s for product managers prototype.
and engineers — to help them understand and critique a draft solution,
poke holes and break apart the reasoning, to clarify the intentions and
outcomes. Executives and other stakeholders (sales, biz dev, various Motion and transitions: Increasingly with mobile apps and beyond,
clients, etc.) in the process have a keen interest in a prototype to help motion has become a valuable way to convey a sense of navigation and
rationalize decisions and visualize (or at least make sense of) context. Consider if and how this is useful for your app, and ways to
directions. prototype that well to solicit positive reactions.

But it’s also important to note that prototyping as a practice is also Edge cases: Yes, sometimes you need to consider the edge cases
highly important for the designer! Of course, right? It’s a way for the (after the main use cases) to ensure users aren’t totally caught in a bad
designer (or design team) to try things out, play out hunches and spot. What are the blind spots, alleyways, dead-ends that might be
intuitive leaps, explore potentialities of material and form, uncover the worth exploring and prototyping to ensure those are dealt with?
boundaries of a problem space, suggest possible trajectories of thought,
and raise critical issues not surfaced in a 100 page requirements doc or
JIRA ticket. Prototyping in this way becomes a useful sandbox for the Whew! That’s a lot to keep in mind as you prototype. This is why
designer! prototyping is an art that’s developed over time, not executed simply by
using a single powerful tool.

So, what is prototyping exactly? If you had to explain to a skeptical PM


or doubtful engineer, armed with their faulty preconceptions, how would
you describe it? It’s basically an activity, a method, a way to clarify Speaking of tools, Cooper created this fantastic matrix of effective
understanding of the behavior, functionality, and interactivity of a prototyping tools for designers to use. Note the filters at the top which
proposed solution, that’s based upon an attitude of experimentation and allow you to narrow the tool choices per your needs.
learning and discovery. It’s a low investment, high impact approach to
explore a possible solution that’s part of the design process. That’s all.
It’s a vital part of the design process that benefits everyone to varying
Basically, you should select whichever tool serves your needs in terms
degrees.
of exploration, discovery, understanding, learning/validation, and
working with devs/PMs to communicate effectively. There is no perfect
prototyping tool — sorry! — but it’s a balance of time, goals, skills, and
needs :-) Hey, that’s life as a designer! You should optimize for what is
And it’s a crossing of the threshold, from a world of generally static, two- sufficient and necessary, not something fully perfect.
dimensional representations into a world of behavior, response, states
and conditions, where things become…Alive. Functional. Real.
A couple more key ideas around prototyping, then we’ll wrap up.

Let’s talk about the mechanics of prototyping, some of the key


concepts that underlie the making of a prototype. It’s not just about What I’ve been talking about primarily pertains to digital prototyping.
what’s the latest, coolest tool to make it happen — we’ll get to that There’s in fact a whole spectrum of prototyping, as an activity moving
shortly! everyone from abstraction to reality, from sketches on paper to fully
robust interactive coded prototypes ready for production.

As you think about what to prototype — in effect a user’s pathway


through a product or service interface — you need to consider the
following facets that shape that interaction, or encounter, to a sufficient It’s important to realize this spectrum because you don’t always need to
and necessary level that helps you (and your team) understand the jump to digital, sometimes it’s ok to stay at the more primitive levels to
problem space and make decisions forward to improve the solution to gauge general conceptual feedback. I suggest, in real-world practice,
be delivered, as well as whatever learnings to be validated by user that prototyping is a powerful activity that enables the designer’s journey
testing. from abstraction (a novel but fuzzy idea) towards reality (the engineered
product), in concert with a multi-disciplinary team.

It’s best to ground your prototype in terms of a primary use case or


some brief, scoped out narrative or scenario — what’s the context, the 1. Exploratory PLAY: prelim exploration and play, trying out options,
situation of use? Where, when, what’s happening around the user, etc. feeling out boundaries and limits, gathering early user inputs, making
Drafting a quick script or sketching out a short storyboard helps! sense of toolkits, etc. This takes the form of whiteboard sketches, paper
prototypes, sandboxed code tests, throwaway exercises, etc.

Then think through the following behavioral aspects:


2. Communicative PROPOSAL: well-formed proposal for discussion,
iteration, and formal usability evaluation. This takes the form of a
Action and reaction: Where are the trigger points for an action to concept car, sales demo, vision video, proof of concept, etc.
occur? Where exactly do you intend to tap, click, double-click, etc. What
are those actions and how do they map to the interface or device, in
terms of locations. What happens after the action, how is this 3. Declarative SPECIFICATION: specified solution with granular
communicated to the user, is it sensible given the conditions of use? decisions for the content, behavior, and visuals, whereby the prototype
is a functional demonstration of the real product’s features/styles. The
prototype is robust enough to serve as the design spec itself (with 8. Market- Know, or at least attempt to predict, the size of your
minimal supporting documentation). target market.
9. Competition - What are the alternative solutions to the
problem you are trying to solve?
The end goal is achieving a prototype that effectively serves as the 10. Business model- How are you planning to make money?
spec, or “prototype-as-spec” (proto-spec, as some have called it). It is a Show a schedule when you expect revenues to pour in.
behavioral representation of the real product, at a highly resolved 11. Investing- What is your planned budget? What kind of
degree of fidelity for effective communication of the intended vision to money are you looking for?
the programmers, and QA testers. This would help get designers out of 12. Contact - Leave your contact details and let people know
the documentation maintenance quagmire, and foster stronger ties how to reach you quickly.
between design and engineering, also provide efficient, clearer
communication of what the design should do! 200 page Word PITCH DECK DO’s
documents with endless tables and labeled figures can only do so
much…and can actually be counter-productive! Having a robust  Tell a story & engage people emotionally. Everyone loves
behavioral prototype of the real thing is much preferable for designers to hear stories, even the investors. So tell an exciting story
and programmers alike. about your startup.
 Limit each slide to expressing one idea. You want to keep
your entire audience on the same page
 Prepare to make a great first impression. First
As you consider creating a prototype for user studies, always consider impressions are powerful. Believe it. The first 2‑3 minutes
what exactly you wish to learn / understand / discover / validate and are the most important
what is the proper form of the stimulus (the prototype) that will get you  Show the people behind your idea. Focus on a significant,
there. If it’s general abstract ideas about the form and layout and relevant accomplishment for each person in a team that
concept model, then a paper prototype or something that feels “raw” is identifies that person as a winner
fine if framed accordingly. If you’re looking for specific inputs on  Keep a consistent look in presentation. Use the same
controls, behaviors, feedback models, or something that’s very culturally font, size, color and capitalization format across all slides of
specific (like comparing TV show selection interfaces in China vs India), your investment pitch deck.
then you’ll be more successful with a more hi-fidelity, pixel-accurate  Know your metrics better than anyone. Traction speaks
prototype to get the desired feedback for decision-making. So please be louder than words.
sure to map the appropriate fidelity of the prototype to the kind of
response you need to solicit. It’s generally a 1–1 relationship. PITCH DECK DON’T’s

 Don't use too many bullet Points. Limit the bullets. Too
Raw, coarse-grained prototypes solicit abstract, high-level feedback, many bullet points will kill a presentation.
while something more polished and accurate with high resolution  Don't make it too long. Average entrepreneur pitch: 38
graphics will spark very detailed, specific feedback. Depending on your slides. Average VC attention span/cranial capacity: 10
stage of the design discovery and evolution process, and the kind of slides. Do the math.
feedback that’s valuable, you’ll need to adjust your prototype fidelity  Don't read word by word from your script. You will sound
accordingly. This will save you time and effort, so please plan this out like a robot and miss the all‑important eye contact with the
properly in real-world situations! audience.
 Don't create a text-rich, picture-poor presentation.
People cannot read and listen at the same time. Great visual
inspire and engage people emotionally.
One final thing before you dive into your project assignments.  Don't Come unprepared. Try to anticipate the kinds of
questions they might have and be prepared with answers.
 Don't use small fonts. Always use a font large enough to
Think of your prototyping “workflow” like this: be seen by all audience members. Use 32- to 44-point for
titles and no smaller than 28-point for the text or bulleted
items.
1 — Sketch out paper drawings of what the interface and path/actions
are. What’s the scope of what you’re prototyping? Always sketch it out
first, based upon some primary user story.

2 — Create the pixel based comps using a tool like Sketch, Fireworks,
Photoshop, etc. for constructing the screens to stitch together into a
viable digital prototype.

3 — Build the prototype accordingly per the tool of your choice (InVision,
Axure, web/css/js, etc.)

4 — Iterate :-)

PITCH DECK

A pitch deck is a brief presentation, often created using PowerPoint,


Keynote or Prezi, used to provide your audience with a quick overview
of your business plan. You will usually use your pitch deck during face-
to-face or online meetings with potential investors, customers,
partners, and co-founders.

12 Slides of Pitch Deck

1. Introduction - Who are you and why you're here? Keep it


short and sweet.
2. Team- Show the people behind the idea and briefly describe
their role.
3. Problem - What problem are you trying to solve? Is it really
a problem?
4. Advantages - What makes your solution special? How are
you different from others?
5. Solution - Describe how are you planning to solve the
problem.
6. Product - How does your product or service actually work?
Show some examples.
7. Traction - Traction means having a measurable set of
customers that serves to prove a potential.

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