Inspection
Usability Testing
Field Study
Inspection
Usability Testing
• Figure 1. “Paper in Screen” enables anticipating the evaluation of the mobile user
experience. This can happen long before a high-fidelity prototype has been integrated
into a mobile device.
July + August 2009
to another. This sequential navigation can be easily controlled
through the most elementary
interaction command available on
a mobile device (tapping, sliding,
flipping, or using a single button).
In other words, the papers are
not made interactive, but they
become interactive on a more
generic and basic level through
the use of a standard device
command. With minimal initial
explanation, users point their
finger on the actual interface link
they need to activate and slide/
flip the screen to move to the
next page. The digital paper prototype is still provisional, malleable,
thought provoking, and expressive, but at the same it enables
the user to experience it within
the real mobile device, with all
its affordances for an interaction
experience that is both tactile and
visceral. And all this can be done
at a very limited cost.
interactions
forward technique: placing the
paper prototype inside the device.
It is possible to quickly generate a
paper prototype (using traditional
guidelines and best practices) and
efficiently digitalize it in a form
suitable for integration and interaction within a mobile device
(see page 29). Designers can then
ask users to use an actual mobile
device (e.g., an iPhone) to try out
the prototype, by looking at and
flipping through the digitalized
papers, thus envisioning a richer
mobile experience.
The “paper in screen”
approach has important benefits. Users can hold the actual
mobile device while interacting
with the digitalized paper prototype. And users can interact
with the digital prototype in a
way that is intimately integrated
with the physical experience,
thus capturing a fully emotional
and true-to-life usage.
The only drawback (to meet
the requirements of an “agile”
prototype generation) is that the
digitalized paper is not fully interactive. The only supported interaction is moving from one screen
From Interface to
Experience Prototyping
The cost and feasibility of the
paper-in-screen approach should
be considered in the context of
the design life cycle. In a simplified picture of the established
practice of interactive application
development, iterations often
occur between the experience
design and interface evaluation
(see Figure 2). Paper prototypes
typically serve well in this phase;
they can cheaply externalize the
reification of the design vision
into an interface, more or less
refined. Paper-based interface
prototyping easily lends itself to
a subsequent usability evaluation
that can be done through various techniques (usability tests,
inspections, or walkthrough).
Besides the important details
of the interface elements, the
conceptual flow of the overall
navigation and task support can
be evaluated. Still, everything is
focused solely on the interface as
an artificially separate artifact
from the overall user experience.
After a reasonable number of
insightful iterations, low-fidelity
paper prototypes are typically
improved, refined, and eventually solidified into more interactive,
electronic, partially implemented
applications that can be integrated as they are into a mobile
device for more lively validation
and demonstration. This is the
stage in which users can actually
try out a mobile application using
a real device, and designers are
able to finally evaluate their user
experience. Besides full usability inspection and lab testing,
on-the-field observations can be
performed, as all the enabling
elements of the user experience
are there. Using “paper in screen”
provides a straight shortcut to
make this process much more
efficient (see Figure 1).
In just a few minutes a digital
version of the paper prototypes
can be made available on a