SAP DESIGN GUILD
Using Prototypes
By Gerd Waloszek and Joelle
Carignan, SAP User Experience, SAP AG – Updated: May 7, 2004
Prototypes can help to evaluate design alternatives at any stage of the development
process. Here three approaches are introduced: storyboards, paper prototyping,
and HTML prototyping. A listing of pros and cons is given for the prototyping
approaches in order to facilitate the decision of which is best for your requirements.
Note: This article has been moved from the Resources section to the Design
Tidbits.
Introduction
Prototypes can be a valuable tool for designing applications. They can help
to evaluate design alternatives at any stage of the development process. During
the conceptual phase the basic design elements can be explored and tested with
users. When designing the actual screens the layout and more detailed interaction
issues can be evaluated and tested. Later "high-fidelity" mockups can be used
to provide a "preview" of the final application. In addition, storyboards
can be used for basic usability inspection.
Prototyping can be done in many ways. Currently, paper prototypes
are promoted by a number of authors. But electronic prototypes like HTML
prototypes have their uses as well. HTML prototypes are especially suited
for Web applications or if just screen sequences are explored. However, any
other familiar tool (VB, PowerPoint, ...) may also be used.

Figure 1: Creating paper prototypes is a team effort; here
the team is split into three groups that create alternative prototypes

Figure 2: Having finished the prototypes, a member of each
group presents the group's prototype to the team; then the pros and cons of
each prototype are evaluated
Storyboards
Storyboards, also called sketches, are a good supplement to prototypes and
can be used for basic usability inspection. Typical questions that you can answer
with this approach are:
- Is the dialog simple?
- What is the reading patterns or workflow?
- Are related elements grouped together?
- Are there too many or too little elements on the screen?

Figure 3: A storyboard
Storyboards can be also be realized as wireframe models and later be used as
final specifications. They are mostly used as a technique for Websites and learning
applications, that is, for content-driven products.

Figure 4: Section of
a wireframe model implemented with Microsoft PowerPoint (each view is a slide)
(click image for larger view)
Paper Prototypes
Materials

Figure 5: A simple paper prototype
Paper prototypes can be implemented in a number of ways depending on personal
experience or preferences. Typical materials used for paper prototypes are:
- Cardboard – for the screen
- PostIt's for menus, dialog boxes or other screen elements
- Transparent slides for temporary items or user inputs
- Masking tape or other tape for user inputs
- Pens and markers (erasable markers for user inputs or temporary messages)
- Water for erasing inputs
- ...

Figure 6: Example of a more complex paper prototype
Advantages
- The Technology barrier vanishes
- Less invested effort to defend
- Less time wasted in arguments
- Conveys product feel quite well
- Faster than Visual Basic or HTML prototyping
- Rapid improvements before investing effort in code
- Not expensive
- Created fast and easily (from less than an hour to a couple of hours)
- Can be created by a group – this helps to gain a common understanding
of the design
- Everybody can take part in the design of paper prototypes – there
is no special "tool" knowledge needed
- Users can co-design the prototype during or after a test session
- The focus of paper prototype discussions with users is the structure of
the application and the suitability to the task
- Discussions about "taste" matters or graphic design can be avoided
- No barrier for users to criticize the prototype, because it is obviously
of temporary nature
Drawbacks
- Limited interaction – not all interaction issues can be tested sufficiently
(for example, certain features like mouse-over events that give feedback to
users cannot be simulated)
- Can't evaluate response times
- Have to fake data available in real system
- Can't assess the visuals
- Icons
- Screen real estate issues
- Lots of fiddling with paper
- At least one person is needed to play the "computer" when the prototype
is tested
- Unsuitable for presentations with more than 3 people
HTML Prototypes
Low Fidelity Prototypes
Low fidelity prototypes can be created with minimal effort to demonstrate
the basic interaction, for example, static HTML. They can be used for a walk-through
with users and asking them the following questions:
- Describe the system and each object
- Where would you find [each function]?

Figure 7: A low fidelity HTML prototype can be created
from simple HTML elements if modeling interaction issues is the focus
High Fidelity Prototypes
High fidelity prototypes can be used for presentations to the board or colleagues
because they convey many features of the final application, for example, the
visual design. They are also suited to formal usability testing:
- Give users written tasks to accomplish with required data
- Users are asked to think aloud
- Test facilitator guides user through the test
- Test recorder notes usability problems
- Rest of team silently observes, preferably in a different room
- A satisfaction questionnaire may be used at the end

Figure 8: HTML prototypes are better suited to check the
dynamics of a design than paper prototypes; here the "high fidelity"
HTML prototype already includes some elements of the future graphic design
Tools
- WYSIWYG HTML editor (or any other editor of your choice – however
a WYSIWYG is faster)
- One or more Web browsers for testing the prototype
- Graphic tools
- A library of design elements (helps creating consistent look and makes development
faster once the library is established)
- A library of graphical or other screen elements (helps among other things
to reuse screen elements of the target platform)
- ...
Advantages
- Better interaction, especially useful for evaluating screen changes (but
usually someone is needed who plays the "computer")
- Useful for presentations of the application design or of design alternatives
- Still time to make changes between days of testing and final coding
- No hassle with paper
Drawbacks
- Creation takes much time (usually one or more days)
- Barrier to discard the prototype and start over
- Not as flexible to test new ideas or alternatives
- Providing realistic scenarios and fake data is time-consuming
- Analyzing, editing tapes, creating reports delays change implementation
- Often discussions on implementation issues ("taste") dominate content discussions
- Users cannot CO-design the prototypes, they can only make suggestions (which
cannot be checked immediately)
- HTML and/or programming knowledge needed (usually created by one person
only - the designer may also tend to create a "perfect" prototype)
Tips
- Explore design alternatives and test them with users using scenarios or
tasks.
- Use the prototypes to add features and test them with users.
- Prototyping is especially easy for designing simple applications with a
limited number of views and user interface elements.
- Prototypes for larger and more complex applications can be split into several
prototypes that explore different aspects of the application in order to keep
the prototypes simple.
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