6.831 User Interface Design & Implementation
Fall 2004
GR3: Paper Prototyping
Due: Wednesday, October 20, 2004, in class
- Building Day: Friday Oct 8, 4-6 pm, 32-G449
- Testing Day: Thursday Oct 14, 4-6 pm, 32-G449
In this group assignment, you will do your first implementation of your
term
project, which will be a paper prototype. Your paper prototype
should be able to handle at least 3 scenarios. These scenarios
may be the scenarios you described in
GR2; alternatively, you may want to choose different scenarios that
explore the riskiest parts of
your interface, which are the ones that will provide the most payoff
from prototyping. You will test your paper prototypes on at least
3 users, who
may be classmates or real target users.
There are two optional class meetings associated with this assignment
(days and times shown above):
- Building Day offers you
an opportunity to start building your paper prototype. The course
staff will be available to make suggestions, and some materials will be
provided.
- Testing Day offers you an
opportunity to test your paper prototype on your classmates.
Don't be late to this session if you intend to participate, because we
need all the time. The 2-hour period will be divided into two
1-hour halves, and
the projects will likewise be divided into two groups. During the
first half, each team in Group 1 will run their prototype as a team
while Group 2 people serve as users, individually. During the
second half, we'll switch, and Group 2 teams will run their prototypes
on Group 1 people.
You can also build your prototypes outside of class and test them
outside of class.
What to Prepare
Before testing your prototype, you should:
- Build your prototype.
Draw the static background, menus, dialog boxes, and other
windows. Decide how to implement the dynamic parts of your
interface. Hand-sketching is
preferred.
- Prepare a briefing for test
users. This should be at most a page of information about
the purpose of your application and any background information about
the domain that may be needed by your test users (who may be
classmates) to understand
it. These are your notes for the briefing, so make them short,
simple and clear, not dense wordy paragraphs. This is not a
manual or quick-reference card. It should not describe how to use
the interface.
- Write your 3 scenario tasks on
separate index cards. Just write the concrete goal of the
task (e.g. "buy milk, tomatoes, and bread"). Don't write the
specific steps to follow, since that's for your users to figure
out. The tasks should be brief, roughly 5 minutes to run.
- Choose roles for your team
members.
One person must play the computer. The other team members (if
any)
will be observers. We won't bother with a facilitator for these
pilot tests. It may be useful for you to swap roles after every
user on Testing Day, so that each of you gets a chance to try each
role, but decide how you'll do it in advance. If you are working
alone on your project, you should recruit someone to serve as your
computer, while you act as an observer.
- Practice running your paper
prototype. Every
team member should practice playing the computer, learning the
steps involved in making the prototype functional, such as rearranging
pieces and writing responses. It isn't important to be fast, just
competent and confident. A few trials are enough. Make sure
your prototype can handle the 3 scenario tasks you chose.
Testing Users
When you run your prototype on a user, you should do the
following things:
- Brief the user. Use
the briefing you wrote up to describe orally the purpose of the
application and background information about the domain. Don't
waste too much time on this: 1 minute should be enough.
- Present
one task. Hand the index card to the user and let
them read it. Make sure they understand the task.
- Watch the user do the task.
Take notes from your observations.
- Repeat with the other tasks.
Run as many tasks on the user as you have time for.
Bring extra materials on Testing Day.
Having extra blank Post-it notes, correction tape, and index cards on
hand will help you improvise if a user does something
unexpected, or help you make small fixes to your prototype between
users.
On Testing Day, when you are serving as a user, you should:
- Relax and enjoy yourself.
You're not being tested -- the interface is. Part of the point of
this experience is to feel what it's like to be the user in a user
test, so that you can empathize with them.
- Be cooperative.
Don't be
intentionally dense, e.g. looking for Exit everywhere but the File
menu. Interact
with the interface as you would if you were really using it.
- Think aloud. Help
the observers understand what you're thinking by verbalizing your
thought process. "Let's see, I want to enter this bottle of milk,
so where's the scanner... oh, here it is. I'll scan the bottle
like this, oops that didn't work, let me find the bar code..."
You get the idea.
What to Hand In
You should hand in a hardcopy report with the following parts:
- Prototype photos.
Digital photos of the pieces of your prototype. Try
to show the prototype in an interesting state, not just a blank
window. We'll be taking pictures of each
group's prototype during Testing Day, so if your group doesn't have
access to a digital camera, you can ask for the picture we took to
include in your report.
- Briefing. The
briefing you gave to users.
- Scenario tasks. The
tasks you gave to users, exactly as you wrote them on the cards.
- Observations.
Usability problems you discovered from the testing, and possible
solutions. Describe what users did, but don't record users' names. You must
test at least 3 users. If you are unable to test this many on
Testing Day, you will need to supplement by testing others later.