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Paper prototyping

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Paper prototyping :: 2 of 3

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Paper prototyping explained

If you're already familiar with usability testing, paper prototype testing isn't radically different. As in regular usability testing, you bring in a user (or two) who represents the target market, and have them perform realistic tasks using the prototype. A facilitator, usually someone trained in usability, runs the session. And members of the development team are observers, taking notes about what works well for the users and what confuses them.

The "Computer"
The main difference in paper prototype testing is the addition of the human Computer, who manipulates the paper interface pieces to mimic the behaviour of the system. Users are instructed to "click" (touch) buttons or links, and "type" (handwrite) data directly onto the prototype. The Computer responds to those actions as the system would. The Computer does not explain the interface (most machines can't talk), so it's up to the users to figure out how to accomplish their tasks.

Being the Computer does not require any special training, though this role should be played by someone who understands how the interface behaves. Typically, the Computer is one of the lead developers, though technical writers, marketers, training specialists, and customer support reps may also have sufficient knowledge of the product to play this role. Some teams find it helpful to have a second person as a Co-processor. Regardless of who is Computer, they should practice the tasks a few times before the first usability test.

The Facilitator
The Facilitator role requires a bit of training, though it can be learned by anyone with decent social skills and a keen interest in usability. The facilitator's main responsibility is to ensure that the session isn't too stressful on the test participants, who tend to blame themselves when they run into difficulty with the interface.

On the other hand, the facilitator needs to probe into the issues that arise, so the development team can get the information they need to make improvements to the interface. Sometimes these responsibilities can conflict, so the facilitator must tread carefully.

Paper prototping & screen designs

  • Sit round a table and sketch out design ideas in a brainstorming environment
  • Use this as a basis for rough sketches of each screen
  • Pin each screen on the wall and ask the user to carry out a realistic task (based on the context of use and scenarios)
  • As the user selects options on each screen, the developer explains what happens, and either points to the next screen or presents the next screen to the user (without giving any hints)

Paper prototyping & screen testing

  • Use a drawing package or prototyping tool to produce a rough design for each screen
  • If the links between screens have not been finalised, pin each screen on the wall
  • Ask the user to carry out a realistic task (based on the context of use and scenarios)
  • As the user selects options on each screen, the developer explains what happens, and either points to the next screen or presents the next screen to the user (without giving any hints)
  • To test more detailed interaction, prepare pieces of paper with menus, scroll boxes, dialogue boxes, etc., and present these to the user. The user simulates pointing and clicking using a pencil, and simulates typing by writing on paper

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