buttons or icons), and to constantly remind the user about how the
various elements of the design
would eventually fit together in
the envisioned product. Without
human intervention, the participant is unclear about how the
system should respond. On the
other hand, paper prototypes do
provide a quick means for testing
basic interactivity that may be
essential for specific design decisions [ 5]. Tools for agile prototyping and electronic sketching are
also increasingly available to support quick design iteration [ 6, 7].
Conversely, fully interactive
high-fidelity prototypes (created
with Visual Basic, Flash, HTML,
among others) are neither easily
nor quickly produced.
Paper prototyping relies on
the exclusive use of paper-based
artifacts, which are physically
detached from the use of any
real device or digital interface. High-fidelity prototypes,
although difficult to quickly
develop, allow test participants
to easily enter data and execute
commands, while being much
less dependent on the facilitator.
Emotion, Design, and Prototyping
When it comes to prototyping
and evaluating a mobile touch-screen interface, understanding
the emotional response of the
user is imperative to better evaluate the quality of design. In particular, not only the appearance
of the interface (which can be
well anticipated by current prototyping tools and practices), but
also the physical holding, feeling,
manipulating, and touching of
the device are important factors
in determining the quality of the
user experience [ 8]. For this reason, standard paper prototypes,
though useful and quick to gen-
erate, are very limited in delivering the depth of user experience
necessary to adequately inform
design iteration.
In discussing the relationship
of user experience and design,
Don Norman states that the “
visceral” (or physical) level is the
simplest and most primitive cognitive process [ 8]. With regard to
handheld devices, visceral is all
about look, feel, and sound, i.e.,
how a device, including the interface, looks and feels in the hand
of the user. The iPhone is one of
the greatest examples of the visceral experience. It was designed,
in great part, for the visceral level
of cognition—Apple designed
for visual and physical impact.
Evaluating the mobile user experience without considering visceral factors is like evaluating the
quality of a meal by looking at
the menu. A lot can be said about
the dishes, but the experience
is not there. It is a challenge, of
course, to anticipate this experience in early prototyping.
Beyond the visceral experience, the “behavioral” level of
cognition is about designing
device interaction or behavior
to reflect human behavior [ 8].
In other words, device design
becomes intuitive in the way
it complements one’s implicit
assumptions about how it might
work. Last, to design for the
“reflective” level of cognition is
to appeal to one’s aesthetic sensi-bilities, uniqueness, and cultural
preferences [ 8]. From such a
design perspective, people relate
to and acquire a personal adherence to a device as part of their
identity and self-expression.
Understanding these three levels of cognition is extremely relevant, because emotional engagement at every level strongly
influences human-interface
interaction from a physical, aesthetic, and usability perspective.
Moreover, if we need to take into
account these emotion-centric
factors early on in the life-cycle
of device design, it is clear that
paper prototyping cannot deliver
the necessary insight into a full
visceral and behavioral experience of the interface in the
context of handling the physical
device. In other words, if we only
use paper separate from its actual relationship to the physical
device, we may bypass important
elements of the user’s emotional
experience. As a consequence,
inadequacies of this kind may
lead to highly artificial (and
ultimately irrelevant) evaluation
results. To date, producing high-fidelity electronic prototypes or
beta-version releases appear to
be the only viable way to have
users test or try out mobile applications on their devices. We,
however, recommend another
intermediate solution.
If we could anticipate the
mobile user experience (testing
the interface with a device), yet
spend minimal effort in implementing high-fidelity prototypes,
we would have found a far more
efficient way to prototype mobile
applications with a much higher
ROI in time, energy, and valuable
user feedback.
So, how can we arrive at a
prototyping technique that can
deliver development speed,
with both visceral and behavioral user experiences that far
exceed the use of paper, but
without the need to develop
high-fidelity prototypes?
[ 6] DENIM: An Informal
Tool For Early Stage
Web Site and UI Design,
<http://dub.washington.
edu:2007/denim/>.
[ 7] Balsamiq Mockups,
< http://www.balsamiq.
com/products/mock-ups>.
[ 8] Norman, N.
Emotional Design:
Why We Love (or Hate)
Everyday Things. New
York: Basic Books,
2003.
July + August 2009
Anticipating the
Mobile Experience
We propose a simple and straight-
interactions