mobile device, to be experienced
and tested by users and designers. This inexpensive yet rich
anticipation of the interface integrated in the device is a form of
“experience prototyping” [ 9], as
the malleability and provisional
character of the anticipated
situation still embeds some core
ingredients of the final, natural
experience—users interacting
with the mobile interface while
holding the device. A paper-in-screen prototype lends itself to
“experience evaluation,” that
can be carried out—as with
fully higher-fidelity interfaces
integrated in the device—also
through field observation.
In essence, using paper-in-screen enables designers to
reconstruct very early in the
life cycle the synthetic aspect
of the user experience, which is
typically lost in the separation—
due to pragmatic purposes and
established practice—between
interface design and device integration. Although this separation
of concerns (interface and device)
is practical and reasonable, the
envisioning of the user experience traditionally suffers from
the fact that this chasm is not
reconciled until an implemented
prototype is ready.
believe that strategies are needed
to anticipate the mobile experience in as many aspects as
possible and yet meet the time
and budget constraints for agile
prototype development. The
paper-in-screen technique is an
innovative proposal to meet this
design challenge.
ABOUT THE AUTHORS
Davide Bolchini is an assistant professor in human-computer interaction at
Indiana University, School
of Informatics, Indianapolis.
Prior to joining IUPUI, he held positions at
the University College London, Politecnico
di Milano (Italy), and University of Lugano
(Switzerland). His research focuses on
conceptual design languages for the user
experience, usability inspection methods,
and user-requirements modeling for Web
applications. He is vice president of the
Swiss chapter of the Usability Professionals’
Association and teaches graduate courses
in usability evaluation and HCI at IUPUI.
Diego Pulido is an interaction designer at Pearson
Education in Indianapolis
and master’s student in the
human-computer interaction program at Indiana
University, School of Informatics,
Indianapolis (IUPUI).
[ 9] Buchenau, M., and
F.J. Suri. “Experience
Prototyping.” In
Proceedings on
Designing Interactive
Systems: Processes,
Practices, Methods,
and Techniques. August
17-19, 2000. New York:
ACM Press, 424-433.
Enabling Feedback from
Users and Designers
The nature of user feedback
enabled by paper-in-screen prototyping needs proper consideration. As we have emphasized its
potential of anticipating visceral
elements of the mobile user experience, we also acknowledge its
limited interactivity, due to the
trade-off between cost (time and
effort) and prototype refinement.
Still, the direct transposition of
paper prototypes into digitalized
form integrated in a mobile
device generates an interesting
outcome. In our experience, users
interacting with paper-in-screen
are surprisingly able to abstract
from the limited interactivity of
the prototype (as they consider it
part of the work in progress) and
raise issues on interface labels,
content organization, and affordance, using context to provide
suggestions for improvement.
Interestingly, the elementary,
though viscerally engaging,
interactivity with the sequence
of screens, provides the real-life
experiential context not only to
focus on the interface usability,
but also to facilitate the discussion on the overall utility of the
application for realistic mobile
scenarios of usage. The provisional and paper-like characteristics
of the interface stimulate feedback on information architecture,
navigation affordance, underlying business model, content, and
requirements (behavioral level).
It is clear that only higher-fidelity
prototypes with more refined
design will elicit other issues
concerning, for example graphics,
layout, colors, and elements visibility (reflective level).
From this perspective, paper-in-screen can serve well not only
traditional user-based evalu-
ation settings, but also expert
reviews (heuristics inspection or
walkthroughs), and participatory
design activities. Experiencing
the partial use of the application within the mobile device is
helpful to stimulate discussion in
the design team, to support individual inspections, or to enable
bodystorming (enacting real-life
situations of use).
With the increasing demand
for mobile applications and their
decreasing time to market, we
Anthony Faiola is the exec-
utive associate dean of the
School of Informatics,
Indiana University,
Indianapolis (IUPUI). He is
also an associate professor
and director of the human-computer inter-
action program. Faiola’s HCI research inter-
ests are twofold: First, in the area of cross-
cultural computer-mediated communica-
tion, specifically related to cultural cognitive
design and its impact on interaction and
information design, as well as the social
and cultural influence of “flow experience”
on gaming and virtual worlds. Second,
related to biomedical informatics, with a
focus on health information technology
(HI T) design and usability, which aims to
contribute to improving its usability and
provide the intelligibility of HIT concepts to
users through human-centered research.
July + August 2009
DOI:
10.1145/1551986.1551992
© 2009 ACM 1072-5220/09/0700 $10.00
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