respect logoPaper Prototyping

Primary Reference Source

Rettig, M (1994) Prototyping for tiny fingers. Communications of the ACM, April, Vol.37,No.4.

Summary description

This method features the use of simple materials and equipment in order to create a paper-based simulation of an interface or system. Paper prototypes provide a valuable and cost-effective means to evaluate and iterate design options before a team gets committed to one implementation. Interface elements such as menus, windows, dialogues and icons can be sketched on paper or created in advance using card, acetate, pens etc. The result is sometimes referred to as a low-fidelity prototype. When the paper prototype has been prepared a member of the design team sits before a user and ‘plays the computer’ by moving interface elements around in response to the user’s actions. The user makes selections and activates interface elements by using their finger as a mouse and writing ‘typed’ input. A further person facilitates the session by providing task instructions and encouraging the user to express their thoughts and impressions. Notes may be made by other observers or a video record may be created.

Typical Application Areas

The method has wide applicability. However, it is most suitable in contexts where it is easy to simulate system behaviour or when the evaluation of detailed screen elements is not required. Paper prototyping is appropriate for the early stages of the design cycle where changes can be readily made before there is a commitment to one implementation.

Benefits

Usability problems can be detected at a very early stage in the design process (before a commitment to code has been made).

Communication and collaboration between designers and users is encouraged.

Paper prototypes are quick to build and refine, and thus support iterative design and multiple evaluations.

Only minimal resources and materials are required to convey product feel.

The technique can be utilised by those with little or no human factors expertise.

Limitations

Because of their simplicity, paper prototypes do not support the evaluation of fine design detail.

Due to the use of paper and a human operator, this form of prototype can not be reliably used to simulate system response times.

The individual playing the role of the computer must be fully aware of the functionality of the intended system in order to simulate the computer.

Cost of use

The technical resources required are minimal. Materials such as paper, card, adhesives and markers are needed to create the actual prototype. In addition, some means of recording the interactions between user and prototype is required (e.g. video camera). The method also needs one individual to play the role of the computer or system, and another to act as a facilitator. Costs may also be incurred when recruiting users and allocating time to manage each evaluation session.

Costs of Acquisition

Compulsory training is not specified although the method may require some degree of training in order to acquire the basic skills.

Suitability for requirements engineering in Telematics:

This method has a role in RESPECT and is perhaps one of the most accessible approaches to prototyping.

How to get it

Some RESPECT partners are able to offer courses and hands-on experience.

Detailed description of method

The following material outlines firstly a general procedure for implementing this method, and also indicates the kind of information that is produced. Then a more detailed overview of two activities that can be carried out with paper prototyping is given: sketching and user testing. The evaluation of paper prototypes provides an opportunity to collect early design feedback. This results in recommendations for the refinement of the initial prototype, which can form the basis for the evaluation of further prototypes.

Sketching

This technique involves members of the design team and potential users, producing sketches or designs of the ideas that they wish to input to the design process. The objective is to enhance user participation in the design process and collaboration between designers and users. The easiest way to set up a sketching exercise is to use a flipchart or whiteboard with everyone sitting around it presenting and reacting to ideas. An electronic whiteboard has the advantage of producing printouts of the ‘screen’ which can then be photocopied to the group before rubbing out the earlier ideas to consider new ones (e.g. SILK Landey 1994). Alternatively, users may sketch their own ideas individually which they can then each present in turn to the group.

A more sophisticated method involves presenting users with a set of paper, cardboard or plastic interface elements which they can lay out, on a flat surface, in what they feel is an appropriate way. Again designs may be discussed and developed as a group or individually. An example of such a kit is PICTIVE created at Bellcore by M. Muller (1992). This method is effective when the basic control types of a future interface are known but user feedback on a suitable layout is required. The method does not require users to draw the interface although they can supplement the design with additional elements or annotations to add contents.

The success of the exercise relies on the presence of a facilitator chairing the meeting. The main role of this person is to ensure that the group stay focused upon the design problem and ensuring that every member of the group is given the opportunity to stand up and present his or her own ideas. Another role is to summarise all the ideas after the session for presentation to a design team meeting.

The outcome of a participatory design exercise will be a series of ideas for screens, layouts, navigation structure, that can be evaluated by the design team to assess their technical feasibility and usability. They will thus serve as a first draft of design specifications. Various techniques are possible to preserve the designs : the sessions can be recorded on video, the paper mockups may be stuck down onto a base sheet, covered with clear plastic, photographed or simply photocopied. They may then be mocked-up on screen or in hardware form to further test the ideas. The paper screen designs can also be used as a ‘walk-through’ exercise to get reactions from other end users.

User testing

Early pilot studies of a system idea can be carried out using paper versions of screen displays. These tests can be run to compare design alternatives, or to contrast with current procedures. The paper-prototype should be designed to contain the screens or interactive sequences needed to perform a series of typical tasks. During the test, a member of the design team sits in front of a user and ‘plays the computer’ by moving interface elements around in response to the user’s actions. Alternatively they may write messages on ‘post-its’ to represent elements such as pull down menus or dialogue boxes. The user makes selections and activates interface elements by using their finger as a mouse and writing ‘typed’ input. A further person facilitates the session by providing task instructions and encouraging the user to express their thoughts and impressions. Notes may be made by other observers or a video record may be created.

A variant of the paper walkthrough is to produce the screens as a set of cards. Users are asked to order the cards in the sequence that seems most appropriate for the activities they must carry out. The objective is to focus on the flow of user tasks and identify the appropriate structure of the task-sequence. (e.g. CARD: Collaborative Analysis of Requirements and Design, M.Muller 1992). Cards may also be used to elicit data or menu structures from the user. Each of the data elements or menu options may be written out on cards and laid out infront of the user. The user then places the cards into piles to represent suitable groupings. Common groupings between different user subjects can be used to structuring the system data or menus.

The method is particularly useful for assessing user reactions to layout, data structures, and sequencing of screens. However it is hard to convey to the user the feeling of interacting with the new system.

The tests allow usability problems to be detected and recommendations be made at a very early stage in the design process, before a committing the design to code. Thus it supports iterative design and multiple evaluations. Further redesign can be carried out on paper, or the design can be developed on screen to test the dynamic interactive features.

References

Landey J., (1995) Interactive Sketching for User Interface design Proceedings of ACM CHI 95 Conference pp.63

Muller, M. J. (1992) Retrospective on a year of participatory design. Proceedings of ACM CHI 92 Conference pp.455

Remington R.,(1994) CHIRP : The computer human interface Rapid Prototyping and design assistant toolkit. Proceedings of ACM CHI 94 Conference pp.455

Rettig, M (1994) Prototyping for tiny fingers. Communications of the ACM, April, Vol.37, No.4.



 
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