A few weeks ago, Matt introduced the User Experience team and gave a first bit of insight on what they do every day. This time, I’ve asked Marc to talk about prototyping and the early stages of creating a new site. - Vero
I’m Marc, a UE Designer working with Matt on the front-end of our mobile web site. A large portion of our role consists of realising ideas and creating prototypes before the production process will begin.
We’ve always been keen on prototyping for three reasons:
- To design the end-to-end experience
- To use as a believable product within a User Study
- And to use as a discussion tool with Engineering.
The level of fidelity for a prototype varies greatly according to the purpose. I’ll talk a bit about each of the three prototyping methods we use in Taptu:
Paper Prototyping
At idea creation, the early concepts are so fluid and likely to change. Because of this we tend to stick with ol’ fashioned pen & paper. Paper prototyping can’t be beaten – even in this digital age, it remains the fastest way to flesh out early use-cases.
It also ensures we don’t get caught up in ‘pixel world’ and other visual design issues until the screen flows, interaction and navigation are all in place. Visual design is so subjective that it’s important to stay clear of it at this stage and stay focussed.
Because we’re talking about little more than just a sketch, it’s quick and easy to just rip a section up and redraw the next iteration.
By the time the scribbles are finalised and we’re happy with the feel of the design and its functions, it’s time to take it to the next stage…
Wireframes
This step seems best suited for concepts aimed at the Desktop-platform. Wireframing in the strangely-named OmniGraffle tool is the speediest method we’ve found. I’ve tried Visio and even Illustrator before settling on Omni. An 80-page spec can be put together with ease, covering all use-cases and page-states. The time we’ve saved documenting allows us to put the time back into designing.
Device Prototypes
This is where we start to focus on pixel detail too. Photoshop is used to compliment the wireframes. Rather than building out each and every page, only the key templates need to be created to avoid repetition.
When it comes to the Mobile-platform, our favoured method is knocking-up static cross-linking XHTML and CSS. This allows us to view the mock-up directly on the mobile, see how it feels on the target platform, and take browser limitations into consideration. Recently we’ve been using the iPhone, N95 and SE W880i as our initial testbed handsets. The Sony Ericssons seem to be pretty popular with our target users – surprisingly, 66% of users in our latest study stated they use a Sony Ericsson.
What happens next?
Well, the above process, although linear in appearance, should be thought of as more of a circle of reiterative design. Each prototype is tested monthly and the findings are then fed back into the next version. The amount of change that is required is usually what dictates which part of the process we’ll go back to refine.