CALIFORNIA STATE UNIVERSITY, NORTHRIDGE ANALYZING THE EFFECTIVENESS OF A LOW FIDELITY PROTOTYPING KIT A graduate project submitted in partial fulfillment of the requirements For the degree of Masters of Arts in Psychology, Human Factors and Applied Psychology by Amanda Nicole Schmutzler August 2011 The graduate project of Amanda Nicole Schmutzler is approved: ______________________________________ Robert Schumacher, Ph.D. ____________ Date ______________________________________ Tyler Blake, Ph.D., Chair. ____________ Date California State University, Northridge ii Dedication This graduate project is dedicated to my family. Thank you for always being there for me. Without your love and support I would have never been able to reach my goals. Thank you for your commitment in supporting me throughout my academic career. You have always encouraged me to be the best I could be. My family has taught me to live by the following quote and for that I thank them. “Only as high as I reach can I grow, only as far as I seek can I go, only as deep as I look can I see, only as much as I dream can I be.” -Karen Ravn iii Table of Contents Signature Page .................................................................................................................... ii Dedication .......................................................................................................................... iii List of Figures .................................................................................................................... vi List of Tables ................................................................................................................... viii Abstract .............................................................................................................................. ix Introduction ......................................................................................................................... 1 Current Study .................................................................................................................. 7 Hypotheses ...................................................................................................................... 8 Study 1: Part 1 ..................................................................................................................... 9 Method ............................................................................................................................ 9 Participants .................................................................................................................. 9 Materials ..................................................................................................................... 9 Procedure .................................................................................................................. 13 Scoring ...................................................................................................................... 15 Results ........................................................................................................................... 16 Study 1: Part 2 ................................................................................................................... 22 Method .......................................................................................................................... 23 Participants ................................................................................................................ 23 Materials ................................................................................................................... 23 Procedure .................................................................................................................. 23 Results ........................................................................................................................... 29 Discovered Problems and Proposed Solutions ................................................................. 30 Study 2: Part 1 ................................................................................................................... 38 Method .......................................................................................................................... 38 Participants ................................................................................................................ 38 Materials ................................................................................................................... 38 Results ........................................................................................................................... 40 Study 2: Part 2 ................................................................................................................... 48 Method .......................................................................................................................... 48 Participants ................................................................................................................ 48 Materials ................................................................................................................... 48 Procedure .................................................................................................................. 48 Results ........................................................................................................................... 48 Discussion ......................................................................................................................... 50 Practical Implications.................................................................................................... 53 Limitations and Future Research .................................................................................. 54 References ......................................................................................................................... 57 iv Appendix A: Interviews with User Experience Specialist ................................................ 59 Appendix B: Instruction Manual for the Low Fidelity Prototyping Kit ........................... 68 Appendix C: Pre-Test Questionnaire ................................................................................ 81 Appendix D: Instructions for Usability Tests ................................................................... 82 Appendix E: Post-Test Questionnaire ............................................................................... 86 Appendix F: Debriefing .................................................................................................... 91 Appendix G: Redesigned Instruction Manual for the Low Fidelity Prototyping Kit ....... 92 v List of Figures Figure 1: Items Included in the UXPin Portable Kit for Web ............................................ 6 Figure 2: GuiMags Prototyping Magnets ........................................................................... 6 Figure 3: Layout of the Low Fidelity Prototyping Kit...................................................... 11 Figure 4: Layout of the Low Fidelity Prototyping Kit ...................................................... 11 Figure 5: Front of the Low Fidelity Prototyping Kit ........................................................ 12 Figure 6: Whiteboard Located on the Back of the Low Fidelity Prototyping Kit ............ 12 Figure 7: MockFlow Wireframe Example ........................................................................ 13 Figure 8: Marginal Means of Perceived Usability ............................................................ 16 Figure 9: Marginal Means of Usability of the Low Fidelity Prototyping Kit Instruction Packet ................................................................................................................................ 18 Figure 10: Marginal Means of Participant Preference to Work in a Group vs. Individually ........................................................................................................................................... 19 Figure 11: Marginal Means of Perceived Creativity......................................................... 19 Figure 12: Participant 14 Low Fidelity Prototyping Kit Home Page ............................... 24 Figure 13: Participant 14 Low Fidelity Prototyping Kit Services Page............................ 25 Figure 14: Participant 14 Low Fidelity Prototyping Kit About Us Page .......................... 25 Figure 15: Participant 14 Low Fidelity Prototyping Kit Contact Us Page ....................... 26 Figure 16: Participant 14 MockFlow Home Page............................................................. 26 Figure 17: Participant 14 MockFlow Services Page ......................................................... 27 Figure 18: Participant 14 MockFlow About Us Page ....................................................... 27 Figure 19: Participant 14 MockFlow Contact Us ............................................................. 28 Figure 20: Participant Mean Rating on Whether They Would Be Able to Use the Designs Created in Study 1: Part 1 to Make a Website .................................................................. 29 Figure 21: Revised Kit on top of Original Version for Size Comparison ........................ 32 Figure 22: Website Stencil Kit.......................................................................................... 35 Figure 23: Front of the Revised Low Fidelity Prototyping Kit ........................................ 39 Figure 24: Layout of the Revised Low Fidelity Prototyping Kit ...................................... 39 Figure 25: Marginal Means of Perceived Usability .......................................................... 40 Figure 26: Marginal Means of Usability of the Low Fidelity Prototyping Kit Instruction Packet ................................................................................................................................ 42 Figure 27: Marginal Means of Participant Preference to Work in a Group vs. Individually ........................................................................................................................................... 43 vi Figure 28: Marginal Means of Perceived Creativity......................................................... 43 Figure 29: Participant Mean Rating on Whether They Would Be Able to Use the Designs Created in Study 2: Part 1 to Make a Website .................................................................. 49 Figure 30: Marginal Means of Usability of the Low Fidelity Prototyping Kit Instruction Packet for Study 1 vs. Study 2 .......................................................................................... 52 vii List of Tables Table 1: Usability Rating – Subjective Participant Mean Rating of the Low Fidelity Prototyping Kit and MockFlow (Based on 7-point Likert scale) ..................................... 17 Table 2: Usability Rating – Subjective Participant Mean Rating of the Low Fidelity Prototyping Kit Instructions (Based on 7-point Likert scale) ........................................... 18 Table 3: Usability Rating – Subjective Participant Mean Rating of Creativity (Based on 7-point Likert scale) .......................................................................................................... 20 Table 4: Themes Found in the Original Design of the Low Fidelity Prototyping Kit ...... 20 Table 5: Themes Found in Study 1 for MockFlow ........................................................... 21 Table 6: Number of Participant/Participant Groups to use Item in the Low Fidelity Prototyping Kit.................................................................................................................. 22 Table 7: Usability Rating – Subjective Participant Mean Rating of the Low Fidelity Prototyping Kit (Based on 7-point Likert scale) ............................................................... 41 Table 8: Usability Rating – Subjective Participant Mean Rating of MockFlow (Based on 7-point Likert scale) .......................................................................................................... 42 Table 9: Usability Rating – Subjective Participant Mean Rating of the Low Fidelity Prototyping Kit Instructions (Based on 7-point Likert scale) ........................................... 44 Table 10: Usability Rating – Subjective Participant Mean Rating of Creativity (Based on 7-point Likert scale) .......................................................................................................... 45 Table 11: Themes Found in the Revised Version of the Low Fidelity Prototyping Kit ... 46 Table 12: Themes Found in Study 2: Part 1 for MockFlow ............................................. 47 viii ABSTRACT ANALYZING THE EFFECTIVENESS OF A LOW FIDELITY PROTOTYPING KIT By Amanda Nicole Schmutzler Masters of Arts in Psychology, Human Factors and Applied Psychology Prototyping plays a very important role in the early development of products. The present study investigates the usability of a low fidelity prototyping kit in comparison to MockFlow, a wire framing program. There are two studies each consisting of two parts. Study 1 aims to uncover potential problems with the initial design of the low fidelity prototyping kit. In part one of Study 1, participants included 25 undergraduate students from California and Arizona accredited colleges. They were told to first create a physical therapy website using the low fidelity prototyping kit and then create the same website using MockFlow. The designs created in part 1 of Study 1 were then analyzed by 50 undergraduate students from California and Arizona accredited colleges. From the findings in the preliminary studies, the low fidelity prototyping kit was redesigned and tested again in Study 2. Participants in part one of Study 2 included 32 undergraduate students from California State University, Northridge who performed the same usability tasks as part one in Study 1. Designs created in this study were analyzed in part two of Study 2 by 50 undergraduate students from California and Arizona accredited colleges. It was found that there was no statistical difference in the overall usability of the low fidelity prototyping kit in comparison to MockFlow. Most participants indicated the preference to work in a group while using the low fidelity prototyping kit and MockFlow. No significant statistical difference was found between the perceived ability to express one’s creativity when using both the low fidelity prototyping kit and MockFlow. Furthermore, the redesign of the low fidelity prototyping kit increased the perceived creativity of the designs and decreased the perceived ability to use the designs to create a website. ix Introduction Prototyping is a key factor in the beginning stages of a design. It creates a foundation for the entire creation of a product. There are many different forms of prototyping. These range from full, horizontal and vertical prototypes, high fidelity and low fidelity prototypes, chauffeured prototypes and Wizard of Oz prototypes (Preece, 1994). A full prototype contains complete functionality but is limited by lower performance. A horizontal prototype encompasses high level functionality however, minor details are often neglected. A vertical prototype consists of all high and low level functions of a specific part of a system (Preece, 1994). High fidelity prototypes resemble the final system as closely as possible. Low fidelity prototypes are created with materials further away from the final product but tend to be cheaper and faster to develop (Preece, 1994). Chauffeured prototyping is when a user is involved in the design process and they watch the developer navigate through the system (Preece, 1994). This type of prototyping is generally used to test an interface to see if it meets the user’s needs without the user actually having to perform the lower level actions of the system. For example, this may be useful to see the sequence of actions needed to perform a task. Wizard of Oz prototyping involves a third party. The user interacts with an interface and believes that it is a working prototype. Without their knowledge, someone is behind-the-scenes controlling the prototype. This kind of prototyping is especially useful in the early development stages because the design team is able to get a feel for the user’s expectations before the system is fully functioning (Preece, 1994). 1 This particular study will be focusing on low fidelity prototyping. Paper prototyping is believed to be the most common method in use today (Warfell, 2009, p.111). According to a recent study, a chief benefit of low fidelity prototyping is that it imposes relatively few constraints on a design (Snyder, 2003). It allows the designer to be creative and design whatever they desire. Creativity is defined as the “tendency to generate or recognize ideas, alternatives, or possibilities that may be useful in solving problems, communicating with others, and entertaining ourselves and others” (Franklin, 1994). When creating a low fidelity prototype, the designer needs to be able to generate new possibilities and alternatives. To do this, they are given the freedom to draw whatever they wish without the constraints of how they are going to make the design work. Designers can put the idea down on paper and go from there to create something else if they change their mind. This is important for the creativity of the design. If a designer is restricted to only utilizing tools in software, it is much more difficult to increase the creativity of their product. They are unable to simply draw how they want it to look; they have to utilize the tools provided and attempt to manipulate them to make them work. This, in turn, takes increased amounts of time and effort. Paper prototyping is believed to be “the fastest of the rapid prototyping techniques…by sketching and designing ideas and concepts onto paper, interface designers are able to focus on aspects of design and not on the mechanics of a tool” (Rudd, Stern, & Isensee, 1996). The designer is able to focus on the design and not how to use a program. Warfell (2009) explains that “prototyping is a rapid, iterative process… for exploring ideas, failing often, and learning quickly…if you’re focused on creating production-level code, you start to lose some of the value of rapid iteration” (Warfell, 2 2009, p.100). Although very useful, low fidelity prototypes “are created to show visuals, including colors, icons, and the placement of controls…they will show design direction, but will not provide details such as navigation and interaction” (Rudd, Stern, & Isensee, 1996). Low fidelity prototyping helps to reduce risk because changes can be made without a significant cost investment. It becomes easier for designers to make changes because nothing is coded and team members are often more comfortable suggesting alterations which, in turn, establishes increased usability (Still & Morris, 2010). Low fidelity prototyping is “as powerful as usability testing is, a paper prototype leverages that power one step further by letting you gain all that knowledge even earlier in the project, before implementation” (Snyder, 2003). Several recent studies have found that low fidelity prototypes provide equivalent results to fully operational products (Sefelin et al., 2003; Virzi et al., 1996; Catani and Biers, 1998; Wiklund et al., 1992; Walker et al., 2002). If a designer presents an idea that has been significantly polished and presented well, yet still lacks substance, they are less likely to receive genuine objective feedback from their peers, for fear of offending the presenter. Many times, too much focus is placed on colors, fonts, layout, and other unimportant properties of the product and not enough focus on the high-level problems (Snyder, 2003). Low fidelity prototyping allows designer to change direction easily and facilitate collaborative design discussions (Still & Morris, 2010). In a design meeting, collective feedback is more likely to be given by the team as the idea is being sketched and drawn before the entire group, rather than unveiling a fully-dressed, individual idea. 3 It is important to have team collaboration when creating a design (Still & Morris, 2010). This can be done by having designers meeting and sketch on a whiteboard or paper, or across the country on a conference call. It is much more difficult to create paper prototypes with team members across the country. Therefore, there are several wire framing programs available that can be used to share ideas in an asynchronous fashion. These programs can also be utilized in real time where people are sitting in same room working together. However, this may be difficult if designers do not have access to an interactive whiteboard, or a projector screen where all team members are able to see the screen simultaneously. Some examples of such wire framing software include; Gliffy, Lovely Charts, Just in mind, Pidoco, Axure, Balsamiq, Lucid Chart, Flair Builder, Just Proto, Mockingbird, and MockFlow. The programs each have their own unique style and functions to create a prototype. Every program has customizable widgets, some more than others, that are used to create the dynamic prototypes without any coding and vary in degree of customization. Most of the programs create only the layout of the design. However, Pidoco is a completely web based application that allows users to create and share clickable wireframes. The software can be used to visualize and communicate website or software ideas and supports collaboration among designers. Balsamiq is used to create wireframes that look like sketches so that the stakeholders will not get distracted by little details and can focus on the design. This is beneficial in presenting designs that do not appear to be fully polished in hopes to increase the feedback of the design team. Just Proto is the first of its kind and is used to create network and desktop applications. Every program is designed for collaboration and 4 has a function to export and save the designs. MockFlow is especially directed towards team collaboration and allows multiple users at different locations around the world to simultaneously work on a design. It is not in a designer’s best interest to devote large amounts of time and resources becoming accustomed to a piece of software when they rarely ever create prototypes. Paper prototyping is beneficial for companies that do not typically create software based prototypes, reducing the training needed for using a computer program. Since low fidelity prototypes are “constructed with paper and pencil or simple storyboard tools, low fidelity prototypes require little or no programming skill on the part of the designer” (Rudd, Stern, & Isensee, 1996). Paper prototyping requires no training at all and “invites people with little-to-no technical background into the design process” (Medero, 2007). However, wire framing software is beneficial for companies who create prototypes on a regular basis. Current research suggest that the “the tools for building a paper prototype are simple, requiring paper, index cards, markers, adhesives, and other office supplies” (Rudd, Stern, & Isensee, 1996), which indicates that the tools necessary for paper prototyping are more simplistic than other tools, such as wireframing software. However, current products on the market today do not include these items. UXPin portable kit for web is a paper prototyping kit that includes sticky notes of commonly used widgets. See Figure 1. The UXPin includes several commonly used UI elements in sticker formats but does not include most of these suggested resources. 5 Figure 1: Items Included in the UXPin Portable Kit for Web Magnetic prototyping is another form of low fidelity prototyping utilizing whiteboards and magnetic UI elements. The magnets can be written on, erased, and moved across the dry-erase board to quickly draft prototypes. The magnets come in white and blue; blue representing clickable areas and white, representing the area for text. See Figure 2. Figure 2: GuiMags Prototyping Magnets 6 Both the UXPin and the magnetic prototyping do not include the suggested resources for low fidelity prototyping. Snyder (2003), recommends having all of the tools readily available at all times in a portable manner. This will reduce the stress of having to frantically search for them minutes before a meeting. Therefore, the idea for a low fidelity prototyping kit emerged. Current Study This study will be looking at the design of a low fidelity prototyping kit that encompassed several of the suggested resources in a portable design that can be transported quickly from one location to the next... It allowed for easy transition from low to high fidelity prototyping. Once a meeting has ended, the designer can rip off the paper, bring it to their desk, and create a higher fidelity prototype. This is not an option when working on stationary whiteboards. The low fidelity prototyping kit can be taken anywhere even if there is no access to a computer and displayed to everyone in the meeting. When suggesting input, a can user can simply a pen and start sketching as opposed to explaining their ideas. This study aims to investigate if a low fidelity paper prototyping kit is more beneficial than wire framing software in synchronous design meetings and while working independently. It aims to determine which form of design tool is preferred by individuals and groups. Lastly, it investigates if paper prototyping produces increased creativity over wire framing software as suggested through the results of a 7-point Likert scale of study participants – designers and reviewers The initial design of the low fidelity prototyping kit was created by Robert Schumacher at User Centric, Inc. It was then redesigned by three interns; Amanda 7 Schmutzler, Rylan Clark, and Sarah Hoffman. The redesign was based on several interviews of usability specialists at User Centric, Inc. The interviews asked questions, such as describing a typical prototyping session end-to-end, to give suggestions to improve current prototyping tools. From the suggestions given in the interviews, the kit was redesigned and then recreated for the purpose of this study. See Appendix A for the interviews. Hypotheses The low fidelity prototyping kit was created to promote team collaboration and therefore, it is believed that participants working in groups (two or more) will have a stronger user preference for the low fidelity prototyping kit than a wire framing program such as MockFlow. Additionally, although MockFlow is directed towards collaborative design, it is believed that participants working individually will have a stronger user preference with MockFlow, wire framing program. Furthermore, since the low fidelity prototyping kit enables the user to freely create their design by hand without any technical restrictions, it is suggested that there will be increased creative ability using the low fidelity prototyping kit in comparison to MockFlow. Lastly, there should be increased usability using the low fidelity prototyping kit designs to create a website in comparison to MockFlow. 8 Study 1: Part 1 The first part of Study 1 consisted of a series of questionnaires and a two usability tests. One purpose of this study was to create a baseline of participants’ satisfaction with using the low fidelity prototyping kit and MockFlow. Its main purpose was to identify, in a laboratory setting, the usability problems associated with the low fidelity prototyping kit. Method Participants In the spring term of 2011, 25 undergraduate students from California and Arizona accredited colleges participated – participants included 10 males and 15 females with a mean age of 23.8 and a mode of 19. Of these participants, 11 participated as a psychology course requirement at California State University, Northridge. The remaining 13 volunteered and received no compensation. Participants were divided into two groups with 13 participants tested individually and 12 participants tested in groups of two. All participants have never created a prototype before. Materials There were three phases of the study: a pre-test questionnaire, a usability test with two parts and a post-test questionnaire. The pre-test questionnaire was comprised of two types of questions: questions based on a 7-point Likert scale and open ended questions. The usability tests examined a low fidelity prototyping kit and MockFlow. The low fidelity prototyping kit includes a carrying case, removable double sided tape, scissors to customize products, an eraser, a ruler for precision lines, graphing pencils to allow for easy sketching, a pencil sharpener, pens, five colored dry erase markers with 9 erasers, twelve erasable colored pencils and four colored transparency markers as well as transparency sheets. These allow the designer to be able to place them over the prototype sketch their idea without making any permanent changes. The sheets can be easily erased or removed. Each item in the kit was Velcro’d to the kit for easy access. A cloth was provided for erasing the transparency sheets. They can also represent page layers without cluttering the page. The low fidelity prototyping kit incorporated three custom printed on 1.5” x 7” sticky notes. One displayed radio buttons and another checkboxes. The third custom printed sticky note displayed a text box and was 1”x7”. The labels on the sticky notes were printed lightly so they could be written over. The notes only stated ‘text box,’ ‘check box,’ and ‘radio button’ to let the user know where to write and give the purpose for the sticky note and were removable. The low fidelity prototyping kit also includes three custom cut Post-it™ notes with grids printed on them to allow for easy drawing. The dimension 4:3 was chosen because of its standard use in computer monitors, iPods, TVs, and many small LCD displays. The dimension 6:4 was chosen because the iPhone and other Smartphone’s are 3:2 yet that is too small to easily draw an interface on, therefore the ratio was doubled in size. The dimension 5:4 was chosen because this is another common aspect ratio for medium to large format computer displays. In addition, the low fidelity prototyping kit includes arrow flags (1/2"x1.7"), two sizes of Post-it™ page markers (1”x3” & ½”x2”), two packs of canary colored Post-it™ notes (1.5”x2”), round dot labels in two different sizes (1/4” & 3/4”), Avery file folder removable labels (2/3"x3-7/16") in four colors, and Avery one red and one blue removable labels (2"x4"). Each of these items can be used to 10 represent a widget when designing a prototype. All items were removable to ensure that they did not rip the paper if the designer decided to change its location. See Figure 3, Figure 4, & Figure 5. On the back side of the kit is a dry erase pad which can be used to draw and easily change ideas. See Figure 6. Figure 3: Layout of the Low Fidelity Prototyping Kit Figure 4: Layout of the Low Fidelity Prototyping Kit 11 Figure 5: Front of the Low Fidelity Prototyping Kit Figure 6: Whiteboard Located on the Back of the Low Fidelity Prototyping Kit The kit is equipped with an instruction manual and a key indicating how and when to use widgets and assist designers in determining what a specific widget looks like as well as allowing for a more diverse use of the kit. In addition, the kit includes a list of Principles of Good User Experience Design which allows users to have guidelines to match their design with. See Appendix B. 12 Part one of Study 1 also examined an online wire framing software titled MockFlow. This is a program that that can be used to create flowcharts, network diagrams, floor plans, organizational charts, SWOT analysis, wireframes, UML, business process modeling, web site mapping, or a Venn diagram. This specific wire framing software was chosen because it was the most similar to the low fidelity prototyping kit. Users were given a blank screen and a list of widgets that could be dragged and placed on the screen. Many of the widgets included in MockFlow were also those explained in the Widget Key provided in the low fidelity prototyping kit. The program was used on a standard computer workstation with a 19” inch monitor. See Figure 7. Figure 7: MockFlow Wireframe Example Procedure There were two conditions tested, the Control condition and the Modified condition. Both conditions were identical in procedure but the number of participants working at one time varied between them. The control group members worked with one other participant and the modified group worked individually. 13 A pilot study was conducted to reveal deficiencies in the design of the low fidelity prototyping kit and the procedure of the experiment. Two participants were tested in the control group and two in the modified group. All four participants suggested the addition of a ruler into the low fidelity prototyping kit. Therefore, a ruler was added to the low fidelity prototyping kit. At the beginning of part one of Study 1, each participant was given an information sheet explaining the details of the study and then asked to complete a pre-test questionnaire asking general demographics and whether or not the participant has created a website or prototype before. See Appendix C. Each participant completed one usability test with two tasks; one using the low fidelity prototyping kit and one for MockFlow. Each task lasted approximately 40 minutes. Participants were randomly assigned to which prototyping tool they used first. For each prototyping tool, the researcher gave a short tutorial explaining their purpose and how it is used. Participants were given an information packet explaining that they a working for a design company and have been told to create a website for their clients. The packet explained that the client wished to have four aspects within the website; home page, about us, services, and contact us. The packet also included general information about the company. See Appendix D. The instructions stated: “You are currently working for a design team and have been asked to create a prototype for a website for a particular client. The client is Candice Freed, owner of Freed and Associates Physical Therapy. Mrs. Freed knows which aspects to the site she wishes to include, she is simply unsure how they would like to set it up. The title of the site is Freed and Associates Physical Therapy and the logo is shown below. Please create a website to the best of your ability with the information the client has provided.” 14 Once the participant completed their first design, they were asked to use the other prototyping tool to complete the same task. They were told that the design did not have to be the same as their previous one and were unable to look at their first design while working on the second one. The tasks for the low fidelity prototyping kit and MockFlow were identical, except participants were given an electronic copy of the information packet when using MockFlow. This allowed them to copy and paste information in the document. It was decided that participants would have access to an electronic copy of the packet because it is most similar to a real world situation. During the design process, the researcher asked the participant “to please explain your thought process and tell me what you are doing while you are doing it.” In the event that the participant was unsure what to do, the researcher gave the participant approximately 30 seconds to attempt to resolve the problem before asking, “What is your thought process right now?” Participants were given 40 minutes to complete each design and were prompted every five minutes indicating how much time they had remaining. In the event participants completed their prototype before the allotted time, they informed the researcher and were instructed to begin the next design. Pictures were taken of each design for the next phase of the study. Finally, participants will be asked to complete a post-test questionnaire comprised of open ended questions, yes/no questions, and questions based on a 7-point Likert scale. See Appendix E. Participants were thanked for their participation and debriefed. See Appendix F. Scoring All scoring was completed by the principal researcher; done by analyzing the pre and post-tests given to the participants. For the low fidelity prototyping kit, the researcher 15 observed and took note whether or not participants used an item. All participant scores were individually examined case by case. Data was collected free of any identifying information and scored anonymously. Results A factor analysis was conducted to determine reliability and for analysis of the survey as a whole. The survey was seen as reliable to an extent that the Cronbach’s Alpha was .745. A repeated measures ANOVA was conducted to determine the difference in creativity and usability between the low fidelity prototyping kit and MockFlow. No significance was found. In addition, 96% of participants would recommend the low fidelity prototyping kit while 88% of participants would recommend MockFlow. A repeated measures ANOVA was conducted to determine usability of the low fidelity prototyping kit in comparison to MockFlow. No statistical significant was found. However, participants working in a group had a slightly higher rating of usability for the low fidelity prototyping kit and MockFlow in comparison to the participants working individually. See Figure 8, Table 1. Figure 8: Marginal Means of Perceived Usability 16 Question How satisfied were you with the OVERALL PRESENTATION of the low fidelity prototyping kit? How easy to use was the low fidelity prototyping kit? How easy to understand were the INSTRUCTIONS for the low fidelity prototyping kit? How satisfied did you feel with your DESIGN using the low fidelity prototyping kit? Did you enjoy your experience using the low fidelity prototyping kit? How satisfied were you with the OVERALL PRESENTSATION of MockFlow? How easy to use was MockFlow? How easy to understand were the INSTRUCTIONS for MockFlow? How satisfied did you feel with your DESIGN using MockFlow? Did you enjoy your experience using MockFlow? Group 5.83 Individual 5.62 6.50 6.00 6.07 6.64 5.25 5.23 6.00 5.31 5.58 5.23 6.25 6.45 5.31 5.15 5.42 5.54 5.58 5.46 Table 1: Usability Rating – Subjective Participant Mean Rating of the Low Fidelity Prototyping Kit and MockFlow (Based on 7-point Likert scale) There was no statistical significant difference in how the participants in the group setting and participants in the individual setting rated the instruction packet for the low fidelity prototyping kit. Of the 25 total participants, two indicated that they did not use the instructions (6.32), twelve did not use the Widget Key (5.62), and eleven did not use the Principles of Good User Experience Design (5.50). The subjective mean rating was based on those participants who expressed that they did in fact use the materials. See Figure 9 & Table 2. 17 Figure 9: Marginal Means of Usability of the Low Fidelity Prototyping Kit Instruction Packet Question How easy to understand were the INSTRUCTIONS for the low fidelity prototyping kit? Group 6.00 Individual 6.64 How helpful was the WIDGET KEY for the low fidelity prototyping kit? 5.67 5.57 How helpful were the PRINCIPLES OF GOOD USER EXPERIENCE DESIGN for the low fidelity prototyping kit? 5.43 5.57 Table 2: Usability Rating – Subjective Participant Mean Rating of the Low Fidelity Prototyping Kit Instructions (Based on 7-point Likert scale) A between subjects ANOVA was conducted to compare the effect of being in a group or working alone for both the low fidelity prototyping kit and MockFlow. Regardless if a participant worked in a group or individually, most participants expressed the desire to work in a group when asked what they prefer if they were to complete the task again F(1,22) = 12.99, p,.05, SE = 5.21. On a 7-point Likert scale, the mean rating 18 for wanting to work in a group for participants working in a group was 5.63, participants working individually mean rating was 3.25. See Figure 10. Figure 10: Marginal Means of Participant Preference to Work in a Group vs. Individually It was found that participants thought that they were able to be more creative using the low fidelity prototyping kit (mean= 5.79) vs. MockFlow (mean=5.57) for both participants working in a group and individually. See Figure 11 & Table 3. Figure 11: Marginal Means of Perceived Creativity 19 Question How CREATIVE of an individual are you? Did you feel that the low fidelity prototyping kit allowed you to express your CREATIVITY? Did you feel MockFlow, allowed you to express your CREATIVITY? Group Individual 5.33 5.42 5.46 5.31 4.67 5.00 Table 3: Usability Rating – Subjective Participant Mean Rating of Creativity (Based on 7-point Likert scale) In a post-test open ended response asking “What specifically did you like/dislike about the low fidelity prototyping kit,” there were two common themes found; the low fidelity prototyping kit was well organized and fostered creativity. See Table 4. Well Organized Fostered Creativity “I liked the organization and it was easy to do” (Participant 17). “I liked the organization of the kit. Everything on the kit was right in front of me to use. Also, I had many ways to try to design it with the transparency. There were many tools for me to use. I enjoyed this kit” (Participant 2). “I liked all the tools and how organized everything was” (Participant 5). “I liked the organization and the options it provided. It made it easy to be creative with the design of the layout" (Participant 6). “It was very well organized” (Participant 9). “I enjoyed the fact that I could express my creativity somewhat” (Participant 19). “I liked the fact that you can become very creative with this kit. There were so many options of color, size, font, images, etc. to use. I enjoyed it because it allowed me to be able to create what I wanted and how I wanted” (Participant 25). “I liked that you can be creative and put your own style to it: (Participant 22). “It really allows you to express your ideas. It’s like a draft board, you can get all of your ideas out before you actually create the website” (Participant 21). “I was able to express my creativity and how I felt the website should look” (Participant 24). “There are a lot of options available to be as creative as I want to be” (Participant 1). “I liked the organization of the kit” (Participant 23). “I liked that you are able to be as creative as you'd like” (Pparticipant 7). Table 4: Themes Found in the Original Design of the Low Fidelity Prototyping Kit 20 Participants were also asked “What specifically did you like/dislike about MockFlow?” It was found that participants liked that it was faster to complete, more realistic, and it was easy to use. However, participant one, three, and eight stated that they prefer the low fidelity prototyping kit over MockFlow. See Table 5. More Realistic and Faster to Use “MockFlow was a lot faster with less manual work. It was easier to use but a bit harder to express my creativity” (Participant 19). “When you create a website it is easier to be able to see an example of what the website will look like. This is a great tool to see a draft or copy of one's website” (Participant 21). “MockFlow was a lot faster with less manual work” (Participant 19). “I liked how it gave me more realistic/clearer view of the website” (Participant 16). “It looked more like an actual website which made me be able to see how it will look in the end” (Participant 9). “It was a lot faster” (Participant 13). Ease of Use “I liked how easy it was to create a layout. It reminded me of InDesign, which I am familiar with, so it was relatable” (Participant 6). Preference for the Low Fidelity Prototyping Kit “I prefer the low fidelity prototyping kit because I like to stretch my idea over jumping into a computer program for my ideas/designs” (Participant 1). “It was very easy to use. Lots of features and elements to choose from. The components were very basic.” (Participant 14). “I didn't like that it was all words/outlines/black & white. The manual version was better because of bright colors, different shapes. This didn’t seem to really offer that” (Participant 8). “Very easy to follow. Many tools to use/options” (Participant 7). “I liked that it was easy to use” (Participant 13). “It wasn't as personable nor as easy to use” (Participant 3). “I liked the paper version better” (Participant 15). “It was pretty easy to figure out and had many different options” (Participant 11). “The computer version was harder to figure out than the paper one” (Participant 11). “Great and easy to use especially for someone that does not like technology” (Participant 17). “I like how easy it was to make” (Participant 18). Table 5: Themes Found in Study 1: Part 1 for MockFlow 21 There were a total of 19 designs made in part one of Study 1. To make these designs participants used several items in the low fidelity prototyping kit. See Table 6. Item in Low Fidelity Prototyping Kit Number of Participant//Participant Groups to Use Item out of 19 4 2 1 2 5 6 2 0 3 7 3 7 2 2 6 7 7 9 10 4 17 8 3 2 2 14 1 Text box sticky note Radio button sticky note Check box sticky note Avery file folder labels (2/3”x3-7/16”) Avery red and blue labels (2”/4”) ™ with grids (4”x3”) Post-it™ with grids (5”x4”) Post-it™ with grids (6”x4”) Post-it™ page markers (1”x3”) Post -it™ page markers (1/2”x2”) Canary color Post-it™ notes (1.5”x2”) Arrow flags (1/2”x1.7”) Assorted removable dots (1/4”) Assorted removable dots (3/4”) Cloth for erasing Color pencils Dry erase markers Eraser Graphing pencil Pencil sharpener Pen Transparency markers Transparency sheets Whiteboard Removable double sided tape Ruler Scissors Table 6: Number of Participants/Participant Groups to Use Item in the Low Fidelity Prototyping Kit 22 Study 1: Part 2 Part two of Study 1 used a survey analyze the designs of part one of Study 1. The first goal was to determine how creative the designs using the low fidelity prototyping kit were in comparison to the designs using MockFlow. The second goal was to determine the level of usability of the designs. Method Participants Participants included 50 undergraduate students from California and Arizona accredited colleges, recruited by a family member of the researcher, and received no compensation. Included were 14 males and 36 females with a mean age of 23.9 and a mode of 19. Materials A survey was used to analyze the usability and creativity of the prototypes created in part one of Study 1. The survey consisted of 17 sets of prototypes, five from the control group and twelve from the modified group. Two of the designs in Study 1, one from the control group and one from the modified group, were not used in part one of Study 1 because they were illegible. The designs made on MockFlow were labeled prototype A and the designs using the low fidelity prototyping kit were labeled prototype B. Procedure Participants were sent an email with the link to a survey monkey survey. Once the link was opened, participants were informed that they will be presented with seventeen 23 sets of prototypes and to answer the questions preceding each set. Each page on the survey displayed two prototypes designed by the same participant or group of participants in part one of Study 1; one designed using the low fidelity prototyping kit and one using MockFlow. The survey took approximately 15 minutes to complete. See Figures 12 through 19 for an example of a set of prototypes. Figure 12: Participant 14 Low Fidelity Prototyping Kit Home Page 24 Figure 13: Participant 14 Low Fidelity Prototyping Kit Services Page Figure 14: Participant 14 Low Fidelity Prototyping Kit About Us Page 25 Figure 15: Participant 14 Low Fidelity Prototyping Kit Contact Us Page Figure 16: Participant 14 MockFlow Home Page 26 Figure 17: Participant 14 MockFlow Services Page Figure 18: Participant 14 MockFlow About Us Page 27 Figure 19: Participant 14 MockFlow Contact Us Preceding each set of prototypes, participants were presented with a definition of creativity. Creativity is defined as the “tendency to generate or recognize ideas, alternatives, or possibilities that may be useful in solving problems, communicating with others, and entertaining ourselves and others” (Franklin, 1994). They were then asked which prototype was more creative, prototype A, prototype B, they are equally creative, or neither is creative. The second question asked “If given prototype A, would you be able to create a website from this design?” Participants were given a 7-point Likert scale to rank their decision from strongly disagree to strongly agree. Participants were asked the same question for prototype B. 28 Results It was found that there was no statistical significant difference in whether participants would be able to use the designs created in part one of Study 1 using the low fidelity prototyping kit (mean=5.32) vs. MockFlow (mean=5.01) to make a website. See Figure 20. Figure 20: Participant Mean Rating on Whether They Would Be Able to Use the Designs Created in Study 1: Part 1 to Make a Website It was also found that of 28% of participants thought that the designs made in part one of Study 1 using the low fidelity prototyping kit were the most creative, 31% that the designs using MockFlow were the most creative, 32% thought that they were equal, and 9% that they neither of the designs were creative. 29 Discovered Problems and Proposed Solutions Information gained from Study 1 has led to changes in the low fidelity prototyping kit. It was found that there is no significant statistical difference in the overall usability of the low fidelity prototyping kit in comparison to MockFlow. Participants believed that they are equal in usability. Part one of Study 1 uncovered that there was a significant statistical difference in a participant’s preference to create designs in a group for both the low fidelity prototyping kit and MockFlow. Participants who worked in a group had a slightly higher rating of usability for the low fidelity prototyping kit and MockFlow in comparison to the participants who worked individually. Participants who worked in a group thought both, the low fidelity prototyping kit and MockFlow were slightly more usable than participants who worked individually. This did not support one of the hypotheses, which stated that participants working individually will have a stronger user preference with MockFlow. Participants working in a group will have a stronger user preference with the low fidelity prototyping kit which supported the second hypothesis. There was a slight increase in perceived usability between the two groups. Participants who worked individually and in a group thought that they were able to be more creative using the low fidelity prototyping kit. When asked to rate the designs on creativity, participants in part two of Study 1 thought that the designs created using MockFlow were slightly more creative. This did not support the third hypothesis which stated that there will be increased creative ability using the low fidelity prototyping in comparison to MockFlow. There was thought to be increased creativity by the designer but not by the perceived user. 30 A slight increase was found on whether a user would be able to create a website from the designs created using the low fidelity prototyping kit in comparison to MockFlow. This was supported in the fourth hypothesis which stated that there will be increased usability using the low fidelity prototyping kit designs to create a website. Despite noting a small increase, it was not significant. In the post-test open ended response, participants were asked “What specifically did you like/dislike about the low fidelity prototyping kit?” The two common themes found were that the low fidelity prototyping kit was well organized and fostered creativity. This is a very important aspect and “information should be structured in an organized manner to improve visual search and usability” (Comber & Maltby, 1997). The items were organized according to their use and similar items were grouped together. The same concept of organization will be used in the new design. Participants were also asked “What specifically did you like/dislike about MockFlow?” Participants liked that it was faster to complete, more realistic, and was easy to use. Several participants stated that they prefer the low fidelity prototyping kit. Participants liked specific aspects about each prototyping tool, but there was not a significant difference between their perceived usability. Based on the observational analysis of the low fidelity prototyping kit in Study 1, it was determined that the kit would benefit from a redesign. Any item used by two or less participants/participant groups would be removed from the kit. The study yielded that the most commonly used items were pens and a ruler and remained in the kit. Other items were deemed not useful and removed due to pace constraints. The items removed include: 31 Radio button sticky note Check box sticky note Avery file folder labels (2/3”x3”-7/16”) Post-it™ with grids (5”x4”) Post-it™ with grids (6”x4”) Assorted removal dots (1/4” and 3/4”) Whiteboard Removable double sided tape Scissors Two of the items being removed from the kit are similar to those found in UXPin; radio button sticky notes and check box sticky notes. This supports the idea that an improved low fidelity prototyping kit may need to be created. The revised low fidelity prototyping kit will be a more condensed version of the original to increase portability. All of the unnecessary items will be removed and relevant items will remain. The original version was made from a 27”x19.5” Post-it-easel-pad and the revised version will be made from a 24”x16” foam board. See Figure 21. Figure 21: Revised Kit on top of Original Version for Size Comparison The paper used for the design is another important aspect. It should be “larger than 8.5x11 paper…prototypes are usually somewhat larger than life size” (Snyder, 2003). 32 The paper size of the version of the low fidelity prototyping kit was 20”x23” and the revised version will be 22.5”x14”. Both are acceptable sizes but the revised version had to be condensed to fit into the compacted kit. When creating a low fidelity prototyping kit, it is important to “offer plenty of paper, pens, and other materials for anyone to grab and use” (Medero, 2007). Each of the items was made easily accessible by attaching them to the kit using Velcro. This proved to be an effective method in the original design of the low fidelity prototyping kit and will not be changed in the revision. Current research suggests including fine point markers used for hand-drawing the prototype especially inexpensive colored art markers because they encourage creativity (Warfell, 2009 & Snyder, 2003). Low fidelity prototypes “are created to show visuals, including colors, icons, and the placement of controls… and will show design direction, but will not provide details such as navigation and interaction” (Rudd, Stern, & Isensee, 1996). A pack with twelve colors of color pencils and ten colors of fine tip markers were included in the revised kit. Color can “effectively be used to draw attention to a certain area of the page, a row in the table, a word in a paragraph, or even a single letter in a word” (Proctor & Vu, 2005, p.123). It is commonly “used in data visualization in order to convey a wide variety of types of information: metric values, pattern, extrema, emphasis, and others” (Rheingans, 1999). Highlighters, in two colors, blue and yellow were added to the kit because highlighters are great tools for making a “highlight of the currently selected item” (Snyder, 2003). Transparency sheets remained in the redesigned kit. According to Warfell (2009) they are one of his “favorite little tricks…they’re incredibly flexible…I use them for a number 33 of effects, including hover states for navigation, highlighting input fields that have focus, and overlay effects” (Warfell, 2009, p.123). Transparencies can be placed over the prototype to “allow the user to "type" (handwrite) data without altering the prototype” (Snyder, 2003). According to Snyder (2003), “if users are going to be writing on the prototype you need to make the edit fields large enough to accommodate their writing” (Snyder, 2003). The size of the text box on the text field sticky note will be enlarged. Correction fluid is beneficial for small changes to the prototype, such as wording. Since prototyping sessions are usually done rapidly, it is best to use correction tape that does not require a wait time (Snyder, 2003). White-out tape will be added to the low fidelity prototyping kit. Post-it™ notes are a great tool for prototyping. They are “handy for a number of things like displaying changing states in tiles on the page, highlighting selected items on a screen, or dialog windows” (Warfell, 2009, p.115). The kit included two packs of canary color Post-it™ notes (1.5”x2”). Since only three participants/participant groups utilized this tool, one of the packs will be removed. Index cards are also a great tool that can be used for “a variety of things, like dialog windows, pop-up messages, drop—down menus and other GUI widgets…provide the kind that are lined on one side and blank on the other…the subtle blue lines help when you’re writing dialog messages” (Warfell, 2009, p.115). Instead of using index cards, the low fidelity prototyping kit included custom cut Post-it™ notes with grids on them and Avery red and blue labels (2”x4”). This is useful because, unlike index cards, Post-it™ notes and labels are already sticky, can be removed easily, and reduce one extra step of adding tape or glue. 34 Similar to Post-it™ notes, glue is beneficial for moving things around and showing change in state while keeping elements of the prototype in place until the user is ready to move them (Snyder, 2003 & Warfell, 2009, p.116). Glue sticks are the “magic that lets you easily put together and take apart a paper interface” (Medero, 2007). A glue stick will be added to the low fidelity prototyping kit. In part one of Study 1, five participants suggested the addition of a stencil of commonly used widgets. It was found that the company UI Stencils creates several stencils for both cell phones and websites. A website stencil kit was added to the kit to allow users to trace the widgets instead of having to hand draw them. See Figure 22. Figure 22: Website Stencil Kit There was no significant difference in how participants working in a group vs. individually rated the instruction packet for the low fidelity prototyping kit. Of the 25 total participants two indicated that they did not use the instructions, 12 did not use the Widget Key, and 11 did not use the Principles of Good User Experience Design. Eight of these participants indicated that the instructions were too long. Participant 11 explained “the instructions were too long and a bit overwhelming.” Participant seven stated that she was “overwhelmed by the amount of information presented to me at first, but it was 35 fun and easy once I actually started working.” Participant three stated “there was way too much information to read.” It became clear that the instruction packet needed to be improved. Several changes will be made to the instruction packet to improve its usability. The paragraph explaining the purpose of the kit was removed from the list explaining what is included in the kit and displayed on the kit itself. The paragraph will explain: “The Low Fidelity Prototyping Kit is an essential tool for any designer. Utilizing the aesthetic appeal of adhesive notes and custom-printed widget elements, it is a welcome addition to any UX designer’s collection. The kit allows for multiple designers (and clients!) to get involved in design process. The goal: provide a portable design kit that can be transported and translated easily from a client’s office prototyping session to home office, while remaining fully intact for easier transitions into high-fidelity work.” The title of the instructions will be changed from “How to use to low fidelity prototyping kit” to “Features of the low fidelity prototyping kit.” This promotes improved organization of the instructions and will only explain what is included in the kit, suggestions of how to use each item, and how to remove an item from the kit. The Widget Key and the Principles of Good User Experience Design will be reference tools and are not part of the overall instructions. The explanation of the Widget Key in the instructions will be removed because all of this information is in regards to what is in the kit. The Widget Key will have a description at the top of the page to describe its purpose. The paragraph will state: “Purpose: Gives succinct instances of where a certain widget or element is best used. Listed in alphabetical order with name, picture and an example of the widget used highlighted in yellow.” The instructions included in the low fidelity prototyping kit were long and overwhelmed many of the participants. To reduce this and promote more use of the 36 instructions, users will be informed that there is only one page of instructions and the rest is simply for reference. Columns have been used for both the instructions and the Widget Key since they are more efficient than a single column for displaying text. The information in the Widget Key will be condensed and chunked together in bullet points to make the information more scanable. Chunking is a “method of breaking down larger sequences of information into smaller, more memorable chunks, and chunking increases the number of bits of information that our memories can contain…chunking the instructions divides continuous text into manageable units according to subject matter (Miller, 1956). By rewording the Widget Key, it should increase its usability. It is suggested that “minimizing the length of sentences can further aid in remembering the instruction steps while a user shifts attention away from reading the instructions to the manipulating the device…long sentences overload the memory system whereas short sentences do not (Hartley, 2004). It is important to maintain consistency in the instructions. Consistency is explained as “expressing the same thing the same way throughout the interface” (Nielsen, 1994). It allows the user to predict where to locate information, reducing working memory load. This was achieved by creating the Widget Key in alphabetical order to allow the user to quickly find what they are looking for. The Principles of Good User Experience Design will be displayed on the front of the low fidelity prototyping kit. Its purpose is to describe principles that will help improve the overall design and it may be beneficial if users are exposed to this first. See Appendix G. 37 Study 2: Part 1 The information gathered in Study 1 lead to the creation and implementation the new kit used in Study 2. The purpose of this study was to test the redesign of the low fidelity prototyping kit. The procedure was identical to part one of Study 1, except all participants were tested in groups. There was no significant difference between participants tested individually vs. in a group and most participants expressed the desire to work in a group when asked what they prefer if they were to complete the task again. Therefore, in part one of Study 2 all participants were tested in groups of two. Method Participants In the spring term of 2011, 32 undergraduate students at California State University, Northridge, participated for credit in a psychology course. Participants included 13 males and 19 females with a mean age of 19.9 and a mode of 19. None of the participants had ever created a prototype before. Materials Part one of Study 2 tested the redesign of the low fidelity prototyping kit in comparison to MockFlow. The redesign included a carrying strap, an eraser, a ruler, graphing pencils, a pencil sharpener, pens, erasable colored pencils with twelve colors, fine tip markers with ten colors, highlighters in two colors, white-out tape, glue, transparency sheets, transparency markers in four colors, and a cloth for erasing the transparency sheets. A removable 1”x7”custom printed sticky note with a text box printed on it was also included. The word text box was printed lighter than the previous kit to allow the user to be able to write over it while still understanding its purpose. Also 38 included was a custom cut 4”x3” Post-it™ notes with light grids, arrow flags (1/2"x1.7"), two sizes of Post-it™ page markers (1”x3” & ½”x2”), canary colored Post-it™ notes (1.5”x2”), Avery one red and one blue removable labels (2"x4"), and a stencil of the most commonly used website widgets. The kit also included a revised instruction manual. See Figure 23 & 24. Figure 23: Front of the Revised Low Fidelity Prototyping Kit Figure 24: Layout of the Revised Low Fidelity Prototyping Kit 39 Results The study revealed that 96.9% of the participants would recommend the low fidelity prototyping kit while 93.8% of participants would recommend MockFlow. A repeated measures ANOVA was conducted to determine usability of the low fidelity prototyping kit in comparison to MockFlow. No statistical significance was found. See Figure 25 & Table 7. Figure 25: Marginal Means of Perceived Usability 40 Question How satisfied were you with the OVERALL PRESENTATION of the low fidelity prototyping kit? How easy to use was the low fidelity prototyping kit? How easy to understand were the INSTRUCTIONS for the low fidelity prototyping kit? How satisfied did you feel with your DESIGN using the low fidelity prototyping kit? Did you enjoy your experience using the low fidelity prototyping kit? How satisfied were you with the OVERALL PRESENTSATION of MockFlow? How easy to use was MockFlow? How easy to understand were the INSTRUCTIONS for MockFlow? How satisfied did you feel with your DESIGN using MockFlow? Did you enjoy your experience using MockFlow? 5.03 5.84 5.70 4.81 5.38 5.16 5.56 5.50 5.56 5.38 Table 7: Usability Rating – Subjective Participant Mean Rating of the Low Fidelity Prototyping Kit and MockFlow (Based on 7-point Likert scale) Of the 34 total participants two indicated that they did not use the instructions (mean=5.70), 10 did not use the Widget Key (mean=4.95), and 11 did not use the Principles of Good User Experience Design (mean=5.00). The subjective mean rating was based on those participants who expressed that they did in fact utilize the materials. See Figure 26 & Table 8. 41 Figure 26: Marginal Means of Usability of the Low Fidelity Prototyping Kit Instruction Packet Question How easy to understand were the INSTRUCTIONS for the low fidelity prototyping kit? How helpful was the WIDGET KEY for the low fidelity prototyping kit? How helpful were the PRINCIPLES OF GOOD USER EXPERIENCE DESIGN for the low fidelity prototyping kit? 5.70 5.94 5.00 Table 8: Usability Rating – Subjective Participant Mean Rating of the Low Fidelity Prototyping Kit Instructions (Based on 7-point Likert scale) A slight increase was found in the preference to work in a group for both the low fidelity prototyping kit and MockFlow. On a 7-point Likert scale, the subjective mean rating for wanting to work in a group for the low fidelity prototyping kit was 4.88 and 5.03 for MockFlow. See Figure 27. 42 Figure 27: Marginal Means of Participant Preference to Work in a Group vs. Individually There was no significant difference in how participants rated their creativity while using both the low fidelity prototyping kit (mean=4.72) and MockFlow (mean=4.78). See Figure 28 & Table 9. Figure 28: Marginal Means of Perceived Creativity 43 Question How CREATIVE of an individual are you? Did you feel that the low fidelity prototyping kit allowed you to express your CREATIVITY? Did you feel MockFlow, allowed you to express your CREATIVITY? 5.13 4.72 4.78 Table 9: Usability Rating – Subjective Participant Mean Rating of Creativity (Based on 7-point Likert scale) In a post-test open ended response asking “What specifically did you like/dislike about the low fidelity prototyping kit,” three common themes were discovered; the low fidelity prototyping kit was well organized, fostered creativity, provided many tools to create the design. See Table 10. 44 Well Organized Fostered Creativity Provided Many Tools “I liked that everything was very organized and easy to use” (Participant 16). “What I liked about the low fidelity prototyping kit was the creativity I got to demonstrate” (Participant 6). “I liked how it was organized and everything was there that we needed” (Participant 5). “I liked how organized it was” (Participant 4). “It was very easy to be creative with the kit” (Participant 23). “The kit was helpful and allowed one to use the tools which were helpful like the stencil which allowed us to use icons found on a website” (Participant 13). “I like the material it came with, especially the stencil” (Participant 14). “I like that it was very organized” (Participant 12). “Good organization” (Participant 3). “It allowed me to be creative” (Participant 16). “Very well organized” (Participant 10). “I liked the layout of the kit, very organized” (Participant15). “Well organized” (Participant 27). “I liked that I was able to be creative with my design” (Participant 2). “I really enjoyed using the low fidelity prototyping kit and it allowed me to express my creativity” (Participant 29). “I liked that I got to be creative” (Participant 31). “I was able to show my creativity” (Participant 25). “I liked that it gives you all the materials needed and I liked the Velcro” (Participant 8). “I like that there was a lot of tools given to us to design” (Participant 9). “Specifically I liked how many tools were included in the kit and they were Velcroed on” (Participant 24). “I liked how easy it was to use and the tools you would need were there” (Participant 17). “I liked it had a lot of usable tools and minimal limitations” (Participant 11). “I liked the long white paper which looked like the real website and I liked the tips and stencil” (Participant 1). “Good accessibility to tools, good range of tool options” (Participant 7). Table 10: Themes Found in Revised Version of the Low Fidelity Prototyping Kit 45 Participants were asked “What specifically did you like/dislike about MockFlow?” It was found that participants liked the designs were faster to complete, more realistic, easy to use, but lacked creativity. See Table 11. More Realistic and Faster to Use “Using the computer was easier to understand how the design of the website should look like. The layout was easier to visualize” (Participant 1). “It was a lot faster designing the website” (Participant 2). “I liked MockFlow because it's easy to apply the functions! Faster and simple” (Participant 19). “It was a little difficult to get the hang of, but once I learned how to use it, it was fairly simple and quick” (Participant 19). “A bit better with visuals than the prototyping kit” (Participant 28). “It was a lot easier and faster” (Participant 32). Ease of Use Lack of Creativity “It was easy to use not hard to understand” (Participant 5). “It was a good computer program but it was hard to be creative” (Participant 4). “It was simple to use” (Participant 12). “I didn’t like was the less creative objects it had” (Participant 6). “MockFlow didn't have a lot of colors. It was very dull” (Participant10). “It was easy to use. If one had no experience in web design it would not be difficult to move things around” (Participant 13). “It was easy to use” (Participant 15). “I liked that everything was easy to use” (Participant 16). “I liked that it was easy to use” (Participant 20). “I liked that MockFlow is very simple to use” (Participant 26). "I liked that it was easy to use, but I disliked that there wasn’t much creativity” (Participant 18). “I could not be creative with the computer version” (Participant 14) “Difficult to express creativity” (Participant 3) Table 11: Themes Found in Study 2: Part 1 for MockFlow There were a total of 16 designs made in part one of Study 2. To make these designs participants used several items in the low fidelity prototyping kit. See Table 12. 46 Item in Low Fidelity Prototyping Kit Number of Participant//Participant Groups to Use Item out of 16 6 7 4 8 5 3 5 5 13 9 9 3 6 3 6 6 6 15 2 11 0 Text box sticky note Avery red and blue labels (2”/4”) Post-it™ with grids (6”x4”) Post-it™ page markers (1”x3”) Post-it™ page markers (1/2”x2”) Canary color Post-it™ notes (1.5”x2”) Arrow flags (1/2”x1.7”) Color pencils Fine tip markers Eraser Graphing pencil Pencil sharpener Pen White-out tape Transparency markers Transparency sheets Cloth for erasing Ruler Glue Stencil Highlighter Table 12: Number of Participant Groups to Use Item in the Low Fidelity Prototyping Kit in Study 2: Part 1 47 Study 2: Part 2 The second part of Study 2 tested the designs created in part one of Study 2. The goal was the same as part one of Study 1 and aimed to determine how creative the designs using the low fidelity prototyping kit were in comparison to those using MockFlow. The study also examined the level of usability of both designs. Method Participants Participants included 50 undergraduate students from California and Arizona accredited colleges recruited by a family member of the researcher and received no compensation. Included were 23 males and 27 females participated with a mean age of 19.3 and a mode of 19. Materials The survey consisted of sixteen sets of prototypes. The designs made on MockFlow were labeled prototype A and the designs using the low fidelity prototyping kit were labeled prototype B. Procedure The procedure was identical to that performed in part two of Study 1. Results It was found that participants indicated the designs created using MockFlow (mean=5.76) in part one of Study 2 were better suited to create a website than those created using the low fidelity prototyping kit (mean=4.94). See Figure 29. 48 Figure 29: Participant Mean Rating on Whether They Would Be Able to Use the Designs Created in Study 2: Part 1 to Make a Website The survey revealed that 39% of participants thought that the designs made in part one of Study 2 using the low fidelity prototyping kit were the most creative, 30% thought that the designs using MockFlow were the most creative, 22% thought that they were equal, and 9% thought that they neither of the designs were creative. 49 Discussion It was found that in both part one of Study 1 and part one of Study 2, there was no statistical difference in the overall usability of the low fidelity prototyping kit in comparison to MockFlow. This means that participants did not believe that they differed in their level of usability. However, for both versions of the design, more participants indicated that they would recommend the low fidelity prototyping kit than MockFlow. Participants indicated that for both the low fidelity prototyping kit and MockFlow, they preferred to work in a group. This is an interesting finding because prototyping is directed towards collaboration amongst design teams. In part one of Study 2, a participant indicated that “working in a group provided a better low fidelity prototype experience because when two individuals bring multiple ideas to make the prototypes, results are much better” (Participant 22). This is a significant observation when designing a prototype because it is beneficial for both the designers and the end user to have the most effective designs. Many designers work in teams, therefore it is advantageous for users to have a preference to want to work in groups. There was no significant statistical difference between the perceived ability to express ones creativity when using the low fidelity prototyping kit or with MockFlow. In part two of Study 1, when asked to rate the designs on creativity, participants indicated that the designs created using MockFlow were slightly more creative than those created using the low fidelity prototyping kit. In part two of Study 2, when asked to rate which designs were more creative, it was suggested that the designs created using the low fidelity prototyping kit were more creative. Therefore, the redesign of the low fidelity prototyping kit increased the perceived creativity of the designs. 50 In part one of Study 1, participants were asked if they would be able to create a website given the current design. There was a slight increase in whether users could create a website from the low fidelity prototyping kit designs in comparison to those made using MockFlow. This statistic changed in the second part of Study 2 and participants indicated that they would be able to use the designs created using MockFlow much more easily than the low fidelity prototyping kit. Therefore, the redesign of the low decreased the perceived ability to use the designs to create a website. Part one of Study 1 aims to examine the usability of the instructions packet included in the low fidelity prototyping kit. It was initially found that, 8% did not use the instructions, 48% did not use the Widget Key, and 44% did not use the Principles of Good User Experience Design. After improvements were implemented, it was suggested that these numbers should have gone down. There was only a slight reduction. In part one of Study 2, 6.25% did not use the instructions, 31.25% did not use the Widget Key, and 34.4% did not use the Principles of Good User Experience Design. Although more participants used the redesigned instruction packet, its perceived usability declined. It is unknown as to why this decline took place and future research should investigate this to determine what could have caused this outcome. See Figure 30. 51 Figure 30: Marginal Means of Usability of the Low Fidelity Prototyping Kit Instruction Packet for Study 1 vs. Study 2 However, there were two common themes found that were consistent with the initial design of the low fidelity prototyping kit and the redesigned version. Participants indicated that it was well organized and fostered creativity. In the redesigned version, a common theme found was that it provided many tools. This is an interesting finding because many items were removed from the initial version. Four items were added to the redesigned kit. These included highlighter, white-out tape, fine tip markers, and a stencil of commonly known widgets. The highlighters were not a useful addition and no one used this tool. The white-out tape was slightly more useful and three out of sixteen participant groups used this tool. The fine tip markers and stencil were more beneficial and were two out of three of the most commonly used items. Of the total 16 participant groups, 13 used the fine tip markers and 11 used the stencil. Several participants indicated that they enjoyed all of the tools provided, especially the stencil. 52 There were also common themes found when using MockFlow. Participants thought that it was much faster and easier to use as well as more realistic than the low fidelity prototyping kit. However, in part one of Study 1, a common theme found was that participants preferred the low fidelity prototyping kit over MockFlow. In part one of Study 2, a theme was that it lacked creativity. This is interesting because there was no significant statistical difference between perceived creativity of the designs created using the low fidelity prototyping kit in comparison to MockFlow. Future research needs to be conducted to determine the reasoning behind this finding. More open ended questions should be asked to examine what specifically makes MockFlow lack creativity and to determine the difference between the two. Practical Implications Although the study produced unexpected results, such as there being no statistical difference in usability or creativity as the hypothesis suggested, there are still practical and useful implications. These positive implications revolve around the conclusion that both the low fidelity prototyping kit and MockFlow, a post-release product currently used by designers, were just as effective in creating prototypes as there was no statistical difference between the two. The low fidelity prototyping kit would be beneficial because current research suggests that during a prototyping session, a designer should have items such as pens, paper, Post-it™ notes, color pencils, markers, etc. No other product on the market includes all of these items in a ready-to-go portable kit. Although few significant differences were found in the usability between the low fidelity prototyping kit and 53 MockFlow the kit offers an alternative to using paper and pencil, or wire framing software. The low fidelity prototyping kit may also be used in conjunction with wire framing software. Companies may use the wire framing software in environments with distributed team members and the kit in face-to-face meetings. The kit has a portable design that can be taken from one location to the next and does not require any technology or power source. This would be beneficial for meetings where the designer does not know what type of equipment is provided. The kit also promotes team collaboration. Everyone is able to assist in the design and physically draw out their ideas. It eliminates the restrictions imposed by software that only provides specific items that may reduce innovation and creativity. Additionally, there is also a low learning curve associated with the kit. Users do not need to take the time to learn how to use the kit which translates into low investment which, in turn, saves time and money. This would be extremely beneficial for companies who do not create wire frames on a regular basis. Limitations and Future Research The study aimed to determine the usability of a low fidelity prototyping kit and was performed on only undergraduate students. It would have been more beneficial to test the kit on people in the field who would actually use this type of product. However, none of the participants had ever created a prototype before and had a more indifferent outlook on the study. The way they view the designs and the tools may be completely different than a web designer or design professional. However, the low fidelity prototyping kit is directed towards new designers who are not familiar with typical 54 prototyping tools. Future research should include both novice and experienced prototype designers to test their differences. In the case that both enjoy and see benefit in the kit, it will increase the validity of the study. Future research should test the low fidelity prototyping kit in comparison to another form of paper prototyping which would enable there to be a more even comparison data. People may have a preference to design on a computer rather than by hand which could have biased their judgment. If they had to create both prototypes by hand, it could reduce the bias. Another study could also compare the low fidelity prototyping kit to a computer program where you actually draw the designs onto a computer. This way, both designs will be hand drawn, but one will utilize a more advanced form of technology, helping to strengthen the preference for one version over the other (paper vs. computer). Research should be conducted using designs created by novice designers using the low fidelity prototyping kit and using them to create an actual website. This will determine if user, although a novice, is able to use the resources within the kit to pass their designs onto a designer to create a website. The study also failed to look at large group collaboration. It examined participants working in groups of two, but did not look at what happens in larger settings. Design teams can range from very few to several members on a team. It would prove valuable to see if the kit works better or worse for larger or smaller groups of people. The study was conducted in a lab setting with predetermined objectives which could have skewed the results. Results may have varied had the study been conducted in a real world setting where participants were creating a prototype for their own company 55 or one that they truly believed would be turned into a real website. Several participants indicated their belief that their design was never going to be turned into a real website. Since they thought that this was only an exercise and not ever going to be used in the real world, it may have influenced their experience. Future research should test the low fidelity prototype in a real world situation with an actual design team. 56 References Catani, M.B., Biers, D.W., 1998. Usability evaluation and prototype fidelity: users and usability professionals. In: Proceedings of the Human Factors Society 42nd Annual Meeting, pp. 1331–1335. Comber, T. & Maltby, J.R. (1997). Layout complexity: does it measure usability? Proceedings of Interact '97 Conference on Human–Computer Interaction, 623– 626. Franklin, R.E. (1994). Human Motivation 3rd Edition. Belmont, CA: Brooks/Cole Publishing Co. Hartley, J. (2004). Designing instructional and informational text. In: D.H. Jonassen (ed.), Handbook of Research in Educational Communications and Technology (2nd edit.) Mahwah: Lawrence Erlbaum Associates. Medero, S. (January 23, 2007). Paper Prototyping. A List Apart. 231. Retrieved April 24, 2011 from http://www.alistapart.com/articles/paperprototyping/. Miller, G.A. (1956). The magical number seven, plus or minus two: some limits on our capacity for processing information. The Psychological Review, 63, 81-97. Nielsen, J. (1994). Enhancing the explanatory power of usability heuristics. CHI '94: Conference companion on Human factors in computing systems. 152-158. Preece, J. (1994). Human-Computer Interaction. In Human-Computer Interaction (p.14). Proctor, R.W. & Vu, K.L. (2005). New Jersey: Lawrence Erlbaum Associates, Inc. Publishers. Rheingans, P. (1999). Task-Based Color Scale Design. Proceedings Applied Image and Pattern Recognition. SPIE. 35-43. 57 Rudd, J., Stern, K. & Isensee, S. (1996). Low vs. high-fidelity prototyping debate. Interactions. 3,(1) (January 1996), 76-85. Sefelin, R., Tscheligi, M., Giller, V., 2003. Paper prototyping – what is it good for? A comparisonof paper- and computer-based prototyping. In: Proceedings of CHI, pp. 778–779. Snyder, C. (2003). Paper prototyping: the fast and easy way to design and refine user interfaces. San Francisco: Morgan Kaufmann. Still, B. & Morris, J. (2010). The blank-page technique: reinvigorating paper prototyping in usability testing. IEEE Transactions on Professional Communication. Virzi, R.A., Sokolov, J.L., Karis, D., (1996). Usability problem identification using both low- and high-fidelity prototypes. In: Conference Proceedings on Human Factors in Computing Systems: CHI 96, pp. 236–243. Walker, M., Takayama, L., Landay, J., (2002). High-fidelity or low-fidelity, paper or computer medium? In: Proceedings of the Human Factors and Ergonomics Society 46th Annual Meeting: pp. 661–665. Warfell, T.Z. (2009). Prototyping: A Practitioner’s Guide. New York: Rosenfeld Media. Wiklund, M., Thurrot, C., Dumas, J., (1992). Does the fidelity of software prototypes affect the perception of usability? In: Proceedings of the Human Factors and Ergonomics Society 36th Annual Meeting: pp. 399–403. 58 Appendix A: Interviews with User Experience Specialist Low Fidelity Prototyping Kit: Interview Protocol Name: Martin Ho User Centric, Associate Director Introduction The purpose of this interview is to assess exactly which tasks are performed and tools are needed to conduct a low fidelity prototyping session. We are developing a tool that will be used to create paper-based prototypes for a variety of interfaces. As our target user, your experience and expertise in this matter are of great interest to us. Narrative Let’s begin with a step by step narration of a typical prototyping session, regardless of the type of interface. How many colleagues are usually involved and what are their roles? - Depends on the type of session o 1) session in which client has no usability people on staff = 2 designers from User Centric hired for wireframing said in this case, the kit would not be as applicable o 2) session in which client involves team members (JAD = joint application design sessions collaborate with clients: developers, stakeholders, internal designers all involved in the design solution The kit would be applicable here (everyone would have a tangible piece to contribute) What tools do you use? What are the essential elements of these tools? - Tools used depends on the stage of the session - Typically use dry erase board/markers (something that can be edited easily) - Challenge: on a dry erase board, you can make changes instantaneously without drawing anything over again (for the kit, we need something as fast-paced as a dry erase board where we can make dramatic & big changes throughout the design process) * Kit needs to be very editable (as easy & as fast as drawing 3 or 4 versions of the wireframe on a dry erase board, & robust enough to support multiple wireframes at the same time) * Have to avoid creating a kit that will cause designers or clients to make assumptions about how something will look/how it’s developed Please walk me through each step of the process, from introductions through final layout and session conclusions. 1) Early stages – connect with client (& design team if they have one), begin developing basic wireframe for use 59 2) Put into a tool to further refine the wireframe (not as many big changes here a. Use software: Visio, Axure, Photoshop (maintaining major page elements created in stage 1; it’s a more formal, electronic form of the interface) 3) Wireframes refined after user feedback (using the above programs), then a visual designer comes in to refine it (becomes high-fidelity at this point) Follow-up Questions How do these sessions differ based on the interface you are developing? (Cell phones, web sites, computer programs, displays for medical equipment, etc.) - Not much change between interfaces - With phones, there are not as many drop-down menus - The kit does need to differ based on the interface o It’s a good start to have varying qualities, but there’s a danger in suggesting they’ll be so different restrictive Which interfaces have you worked with the most? What about User Centric? - Worked with web applications the most (i.e. where you go online, access a tool, allows more flexibility and complexity than a website example: online payroll) - Also worked with point of sales terminals (McDonalds ordering systems) & information displays (like airport displays = arrivals & departures. An interface where you get information but don’t interact with it directly) Now, what do you feel is missing or needs improvement in your current prototyping tools? - From an application standpoint (like in Photoshop), it is very difficult to change one item (i.e. changing the heading “About Us” to “About User Centric”) without having the change each file in your wireframe that contains that title - Need LOTS of paper (have to accommodate 4-6 page types minimum) - Navigating from home page, to landing page, to catalog/cart/checkout pages, for example Can you prioritize the functions of an ideal prototyping tool would have? - Overall organization of app o Primary navigation (headings along top or left side of webpage), secondary navigations (drop-down or cascading menus), and utility navigations (help, login, etc.) - Layout critical site shell & page template, i.e. dividing the page up into sections, like ads here, menus here, text there, etc. (very big picture, before you even get to buttons) o (how do we account for this in a wireframing tool?) What are the most useful objects and controls needed for such a tool? - Common physical phone features (physical buttons that go with the actual command, like the 4-way controller button that appears on feature phones 60 - would help to have this as a “button” to put on page when looking at phone interfaces) o “Soft keys,” QWERTY keyboard make these into Post-it notes to stick onto interface, these would help the designers remember which button is responsible for which option Licensing purposes would restrict us from having interface look like IPhone or Droid “Smart” vs. “Feature” phones How do these compare for differing interfaces, such as a website, cell phone, or computer program GUI? Please feel free to suggest other interfaces this ideal tool should accommodate. Which objects and controls are most interface-specific? Most universal? - See above - Will have to survey designers to get their high & medium priority buttons Specifics Would gridlines help with organization & design? If so, which format would be most useful (grids or just a few lines)? - Gridlines would be great! o Not like graph paper though dotted & main gridlines o How do we space these gridlines accordingly? How do we account for scrollable pages from a scaling standpoint? (things that are “below the fold”) How effective do you think color coding the controls/objects would be (like yellow for text, blue for video, etc.)? - Could be helpful o Keep in mind the big-picture layout putting these big Post-it notes to scale (like blue for menu headings, red for utility headings, etc.) would be an issue with scissors = once I cut it, I can’t change it unless I start over again (much less efficient than a dry erase board) What is a good way to graphically represent layers, pages, and orientation within the system? Transitions between layers/pages? - Very hard, no easy way - Problem: if you were to look at a drop-down menu (i.e. +Description is your title, you click on the + and a lot of other text drops down, then it says –Description to indicate that you’ve maximized the option) how do we represent this within a wireframe, other than doing 2 different pages? o You’d have to identify what you want to hold constant, & what changes on your 2nd page you make 61 How effective would using the objects found in Visual Basic 2008 be? (e.g., radio buttons, text boxes, menu strips, etc.) What other resources would be useful for drawing objects/controls from? - Not familiar with Visual Basic o Other resources we can look at: Axure, Visio - People to talk to: Naseem, Ani, Jacob, Tom 62 Low Fidelity Prototyping Kit: Interview Protocol Name: Naseem Hasan User Centric, Senior User Experience Analyst Introduction The purpose of this interview is to assess exactly which tasks are performed and tools are needed to conduct a low fidelity prototyping session. We are developing a tool that will be used to create paper-based prototypes for a variety of interfaces. As our target user, your experience and expertise in this matter are of great interest to us. Narrative Let’s begin with a step by step narration of a typical prototyping session, regardless of the type of interface. How many colleagues are usually involved and what are their roles? o Usually 2 – 3 colleagues. What tools do you use? What are the essential elements of these tools? o Whiteboard, different-colored markers, Post-it notes, whiteboard eraser, paper, pencil. o All materials allow for on-the-fly iterations Please walk me through each step of the process, from introductions through final layout and session conclusions. Informal brainstorming session designed to define application / site task flow IA Define and sketch out application process flow or site map Define and sketch out primary page level wireframes and interactive elements o Interactive elements: Menus, form elements, controls, buttons etc. Brainstorm to examine alternatives for proposed process flows, site maps or wireframes. Decide on a proposed wireframes that will be mocked up at higher fidelity Follow-up Questions How do these sessions differ based on the interface you are developing? (cell phones, web sites, computer programs, displays for medical equipment, etc.) Which interfaces have you worked with the most? What about User Centric? The process applies regardless of interface type. Web / Software applications may demand more complex interactions compared with informational websites. Web applications, POS Systems. User Centric has worked mainly on more complex data-rich web applications. 63 Now, what do you feel is missing or needs improvement in your current prototyping tools? A more exhaustive set of interface components suited for data-rich applications Can you prioritize the functions of an ideal prototyping tool would have? Allows rapid mock-ups and iterations Extensive GUI component libraries What are the most useful objects and controls needed for such a tool? Form elements, tabs, tables, modal popups. How do these compare for differing interfaces, such as a website, cell phone, or computer program GUI? Please feel free to suggest other interfaces this ideal tool should accommodate. Which objects and controls are most interface-specific? Most universal? Specifics Would gridlines help with organization & design? If so, which format would be most useful (grids or just a few lines)? o Few lines to indicate header, footer, left / right sidebar and 2 or 3 column layouts. How effective do you think color coding the controls/objects would be (like yellow for text, blue for video, etc.)? o Would prefer black and white and then used color markers to apply own color-coding. What is a good way to graphically represent layers, pages, and orientation within the system? Transitions between layers/pages? o Layers can be indicated with dashed-line borders How effective would using the objects found in Visual Basic 2008 be? (e.g., radio buttons, text boxes, menu strips, etc.) What other resources would be useful for drawing objects/controls from? o Yes. Web 2.0 controls. o Windows 7 widgets o See Axure widget libraries o Mobile device assets 64 Low Fidelity Prototyping Kit: Interview Protocol Name: Tom Green User Centric, Associate Director Introduction The purpose of this interview is to assess exactly which tasks are performed and tools are needed to conduct a low fidelity prototyping session. We are developing a tool that will be used to create paper-based prototypes for a variety of interfaces. As our target user, your experience and expertise in this matter are of great interest to us. Narrative Let’s begin with a step by step narration of a typical prototyping session, regardless of the type of interface. How many colleagues are usually involved and what are their roles? What tools do you use? What are the essential elements of these tools? Please walk me through each step of the process, from introductions through final layout and session conclusions. Follow-up Questions How do these sessions differ based on the interface you are developing? (cell phones, web sites, computer programs, displays for medical equipment, etc.) Which interfaces have you worked with the most? What about User Centric? o I have not done any prototyping sessions with participants. I’ve only prototyped by ‘stitching together’ wireframes (using Fireworks) to create a clickable artifact for testing. Now, what do you feel is missing or needs improvement in your current prototyping tools? Can you prioritize the functions of an ideal prototyping tool would have? What are the most useful objects and controls needed for such a tool? How do these compare for differing interfaces, such as a website, cell phone, or computer program GUI? Please feel free to suggest other interfaces this ideal tool should accommodate. Which objects and controls are most interface-specific? Most universal? o For website, you need a browser frame to give it context and a scroll bar (maybe a hand control to suggest selection) 65 navigate menu pull downs auto complete simulation (for search) map controls to zoom, move (e.g. Google Maps) Web 2.0 controls that give the ability to chat share comments (think FBook) video (youtube interface controls including ratings and advancing through a video) provide feedback (not necessarily a form, but think about Pandora where you give an object a thumbs up/down rating) ability to collapse/expand navigation including accordion style (see Apple.com) or the ‘plus signs’ to imply more information. o For mobile, you need a scroll bar some icons to suggest gestures for touch screen (a swiping gesture and pinching gesture, for example). Ask Mike Murphy about this. Some of the above Web 2.0 controls I mentioned above. o For program GUI pagination controls, list boxes, dropdown lists, radio buttons and the usual Web 1.0 type things Specifics Would gridlines help with organization & design? If so, which format would be most useful (grids or just a few lines)? o This is me, but the best you can to keep things organized, the better. I’m not suggesting you go overboard but I grid would be ideal especially for pages with many controls. The grid can be faint and just serve as a guide for those involved. How effective do you think color coding the controls/objects would be (like yellow for text, blue for video, etc.)? o Very effective but use subtle color variations again to guide those involved. Don’t make it obnoxious. What is a good way to graphically represent layers, pages, and orientation within the system? Transitions between layers/pages? o For layers, consider making the top layer color and the layers below in a faint gray color. The layers below would have a few color states (one when they are on top and one when they are below). Usually an arrow is a good indication of transition. How effective would using the objects found in Visual Basic 2008 be? (e.g., radio buttons, text boxes, menu strips, etc.) What other resources would be useful for drawing objects/controls from? 66 o Very effective! Other programs like Axure come with these built in. Check with Naseem and Mike who may have a library for UC already started. 67 Appendix B: Instruction Manual for the Low Fidelity Prototyping Kit How to Use the Low Fidelity Prototyping Kit ________________________________________________________________________ The Low Fidelity Prototyping Kit is an essential tool for any designer. Combining the efficiency and flexibility of whiteboards with the aesthetic appeal of adhesive notes and custom-printed widget elements, it is a welcome addition to any UX designer’s collection. The goal: provide a portable design kit that can be transported and translated easily from a client’s office prototyping session to home office, while remaining fully intact for easier transitions into high-fidelity work. To use: Open the kit, lay flat on a table or floor Detach one of the large easel-size adhesive sheets on the right side of the kit to a wall or whiteboard Begin designing! Special Features: o Brings a bit of color into the low-fidelity Carrying case process, while not overwhelming the o Easy, portable, light design process o Can be packaged for travel - Removable Labels o Transparency sheets o Entirely sticky and fully o Allow multiple designers (and clients!) removable/reusable to get involved in design process o Perfect for drop-down menus, hyperlinks, o To use, simply draw an idea on the easel and input fields sheet, and hold it up on the easel sheet to - Flag Arrows demonstrate your idea. o Use to highlight important areas of the o If it becomes permanent, tape it down page for reminders with provided double-stick tape. If not, o Bright colors catch the eye, ensuring move the transparency sheet, erase with reminders will be noted! provided cloth, and start again! - Page Markers o Can also represent page layers without o Turn these adhesives on their side for the cluttering the page perfect button, command function, or - Custom-sized sticky notes dropdown menu representation o Three sizes are included, each - Round Dot Labels corresponding to the three most typical o Combine these with aforementioned page interface aspect ratios: 5x4, 6x4, 4x3 markers and make custom-made o Faint gridlines keep even a low fidelity radio/check boxes by placing a small dot prototype accurate and aligned, making it on the left hand side of a page marker easier for high-fidelity prototyping later o Different colors can denote “active” vs. - Custom printed sticky notes “inactive” states o Three types are included, each Widget Key representing a different image: o Gives succinct instances of where a checkboxes, radio buttons, and text fields certain widget or element is best used - Dry erase pad o Gives picture examples of how the widget o Close the kit and turn it on its back for a is used dry erase pad - Scissors included for customization o Use this to draw ideas and erase with - Ruler for precision lines ease - Drawing/formatting tools (i.e. pens/pencils, o Kit includes dry erase makers in multiple eraser, scissors, folder) are attached with colors with erasers on the caps for easy Velcro, so you can easily remove tools without use worrying about losing them - Double-sided removable tape - Adhesives, tabs, etc. are secured to the kit and o Gives permanence for the low to high will not fall out of the case as it is carried or fidelity transition and still be able to be move altered - Colored pencils 68 Website Widget Key ________________________________________________________________________ Widget When To Use Example Arrows (left, Arrows point a user to particularly right, double) important page elements, and can also serve as links to move further down or across a page if needed. Bar Chart A bar chart is used to horizontally plot occurrence of categorical variables in separate plots on the same graph; it compares these values and rate of occurrence individually and across all bars. Button A button is used to indicate an action to a user, and confirms this action with a click. Examples include the “OK” button on most command boxes, or a magnifying glass icon on a search bar, where pressing the button will perform the indicated action. Checkbox A checkbox is used when the user can select any number of the listed options, or none at all. Checkboxes are not mutually exclusive. 69 Color Picker A color picker is used when the user needs to select a color they would like present in an application, background of a picture, text, etc. Combobox A combobox is employed when a user needs to select an item from a list. It is similar to a listbox and droplist, but the difference is a combobox allows a user to type in the text field, either creating an “other” option (creating limitless possibilities for text) or using an auto-complete to find the pre-set selection they were looking for. Command Button A command button is used to help inform users and complete actions on an interface. They may be located within dialog boxes. Command buttons employ the same features as regular buttons, that is, clicking any command button will carry out that particular action. Date Picker A date picker is used for calendar functions, to allow user to essentially pick a date for an event (i.e. online appointment schedulers, etc.). 70 Dialog Box A dialog box is most commonly employed in “alert” form, where the interface tells the user that something needs to be done. Dialog boxes usually contain command buttons to trigger an action that will close the alert. They can also be used any time the interface needs to “tell” the user something important. Dropdown Menu A dropdown menu is used to simplify and organize an interface for a user. Instead of displaying every available link on a webpage, a dropdown menu organizes the links into relevant headings. When a user moves their mouse over any heading, the relevant links temporarily drop down, allowing the user to see all choices under that heading (all clickable). When a user moves their mouse to another heading, the previously highlighted heading will return to its original state. A droplist enables a user to select one value from a selected list that literally “drops down” when clicking an arrow displayed in the right hand corner of the text field. There are an unlimited number of selections that may be displayed in a droplist. Once a user selects their choice, that particular choice appears in the original text field. Droplist Dynamic Panel A dynamic panel is used to choose a selection and then another slection within that selection. It can have a number of states, each state being activated by clicking on an element such as a tab button, list-box item, 71 Hyperlink Bar A hyperlink bar is an element in an electronic document that links to another place in the same document or to an entirely different document. Typically, the user clicks on the hyperlink to follow the link. Image Box An image box is used to display images on interfaces, they may be interactive (i.e. clickable) or still frames. Image boxes tell the user more about the interface in visual form. Inline Frame An inline frame is used to help a designer organize information. Inline frames are commonly known as “I-frames,” and are employed to place a sub-section (often scrollable) into a browser window. Line Chart A line chart is used to indicate trends to a user, usually over a predetermined period of time. Each time slot (or other measurable interval) is marked by a data point, each of which is connected to other data points by a line. 72 Listbox A list box lets a user make a selection from predetermined values/choices in a list format. It is, in essence, a dropdown menu in permanently expanded form. List boxes sometimes have scrollbars if many choices are available to the user. Menu Bar A menu bar is a set of controls for the overall functioning of the interface, displayed in text format at the top of the interface for the user. Each tab in the menu bar contains a dropdown list of selections. Common sections in a menu bar include File, Edit, Help, etc. Can be either horizontal or vertical. horizontal vertical Mouse Pointer A mouse pointer helps the user navigate a webpage and work with images, elements, etc. on an interface. Mice are used in web, application, and mobile devices, and can be embedded within the device (i.e. touch screen) or external (computer or laptop mouse). Either way, they mimic the movements of the hand or finger to help the user fully navigate said interface. Note Notes are used for placing Postit™ note-like windows on an interface with reminders, short notes and other clippings. They are typically rectangular and yellow, like their real-world counterpart, but most applications support other colors and more elaborate designs. Select note and type your message! 73 Pie Chart A circular (“pie”-shaped) graph split into any number of sections, used to indicate to a user how much of something is represented by a particular whole. Progress Bar A progress bar is used to convey the progress of a task, such as a download or file transfer. Often, the graphic is accompanied by a textual representation of the progress in a percent format. Radio Button Radio buttons are used when a user can only select 1 choice from several indicated options (buttons). Switching a choice will cause the previously highlighted button to become inactive. Radio buttons are seen often in online surveys for “Yes/No” questions or multiple choice questions. Scroll Bar horizontal A scrollbar is a bar that appears on the side or bottom of a window to control which part of a list or document is currently in the window’s frame. Typically, it has arrows at either end, a gray or colored area in the middle, and a scroll box moves from one end to the other to reflect the user’s position in the document. vertical 74 Slider horizontal vertical A slider is utilized to assist a user in easily moving a tab onto a desired number on a number scale. This number scale has a distinct minimum and maximum value beyond which the slider cannot extend. Sliders can represent various scales. They can be both horizontal and vertical Street Map A street map is used as a computer representation of an actual map, allowing users to get directions, find locations, and search through unfamiliar places virtually. Table A table is used to show the user information in a table format, with rows & columns. Text Box A text box is used as a space where a user can enter in text to serve some purpose: to search, to enter information, etc. Text boxes may also display relevant information to the user without a typing component (simply gives textual information about interface/elements of interface). 75 Tool Bar A toolbar is a pictorial representation of choices for a user within an interface. Each choice is represented by a clickable button with picture to indicate what the user will be selecting. A toolbar can include such features as a “favorites” option, or a button to transition back to a homepage. Tree Diagram A tree diagram views allow the user to see an information hierarchy. When a tree diagram is inactive, diagram headings are displayed alongside plus signs, indicating that information is beneath them. Clicking on a plus sign expands that heading, and a minus sign is displayed next to the heading to indicate that the selection is fully expanded. Tree diagrams are used when not much design space is available, for they can fit in smaller spaces. They are seen commonly in the “Browse” or “Select File” on a computer (i.e. “My Documents” expands to show the subfolders within it). A video player is used to play, pause, rewind, etc. a video or clip for a user (clips often related to interface, or can be present in advertisement form). They are commonly used in “how-to” clips, for music sites, and any place where both visual and auditory information need to be communicated simultaneously to a user. Video Player 76 Cell Phone Widget Key ________________________________________________________________________ Widget App Icons When to Use App icons are used to display applications on the phone. The icon consists of an image to represent what the application is about. The user presses on the icon in order to launch the application. Battery Icon A battery icon is used to display the amount of battery life in the phone. Entry Field (iPhone) An entry field is used to enter text to be sent. Once the text has been entered, the user presses send. Keypad A keypad is used to dial a telephone number, enter a text message, or make a selection on selected phone application. 77 Example Scroll Ball (BlackBerry) A scroll ball is used to select information on a cell phone screen. It is similar to a mouse for a computer. Once the highlighted area is over the desired selection, the user pushes down on the scroll ball to activate it. Smartphone Keypad A Smartphone keypad is used both as a dial pad and a keyboard. It can be used to browse the web, enter a text message, write an email, and much more. Text Message Bubbles Text message bubbles are used to display text messages between users. Each user has a designated color to indicate who is speaking in the message (incoming/outgoing). 4-Way Physical Button A 4-way physical button is used to navigate through a cell phone. Each button has a certain function and is used to access different information in the phone. 78 Principles of Good User Experience Design ________________________________________________________________________ Source: http://www.echointeraction.com.au/principles.htm http://msdn.microsoft.com/en-us/library/aa373647%28v=vs.85%29.aspx General Principles Principle Simple & direct Enjoyable & desirable Personal Glanceable Efficient Consistent Secure Match Experience & Expectation Description Keep it simple and to the point. Make the product desirable to look at and for the users to want to use the site. Meet individual user's needs by designing an application that is personable for the majority of the population of users. Create a user interface that does not need to be studied. Users should be able to read the display at a glance to quickly gather necessary information in situations where their attention is not fully-focused. Minimize the amount of “thinking work” required to reduce cognitive load. Enable quick, convenient access to information and tasks. Minimize the number of displayed options and settings to no more than necessary. Acknowledge all actions, including navigation. Design the layout, terminology, and interaction consistent across all aspects of the design (i.e. use the same font and color for the same features across all pages). Ensure that users feel confident that personal data is safe and private. The sequence of steps, layout of information and terminology used should match people’s expectations (i.e. there should be a home page at the beginning of the webpage that allows the user to navigate from). 79 Information Design Principles Principle Grouping Visual Hierarchy Reading Order Visual Weight Visual Balance Description Group information to indicate relationships between elements. Information and controls should be grouped and sub-grouped in a clear hierarchy. Supports users’ natural reading order (i.e. read from left to right, top to bottom). Use visual weight to direct user’s attention appropriately (i.e. make an object flash only when needed a response is required promptly on the screen). Balance visual cues across the page to increase visual comfort of user. Minimize the number of visual elements on the display. Visual Minimalism Visual Rhythm & Provide resting places for the eye (i.e. provide space in Scannabilty between different sections of information. Interface Design Principles Principle Functional Layering Visibility Mapping Error Prevention, Detection & Recovery Mouse Operated Controls Affordance Description Make the most common or fundamental functions easiest to find. Users should be able to determine all available functions by inspection. Provide actions which match users’ goals at each step of the process Anticipate possible mistakes and prevent them, or make them easy to spot and recover from. Maximize the size of the mouse-operated controls within reason and minimize the distance required to reach them (i.e. on Google Search). The physical properties of an object should suggest how it can be used (i.e. a login button means “login”). 80 Appendix C: Pre-Test Questionnaire 81 Appendix D: Instructions for Usability Tests Task Instructions You are currently working for a design team and have been asked to create a prototype for a website for a particular client. The client is Candice Freed, owner of Freed and Associates Physical Therapy. Mrs. Freed knows which aspects to the site she wishes to include, she is simply unsure how they would like to set it up. The title of the site is Freed and Associates Physical Therapy and the logo is shown below. Please create a website to the best of your ability with the information the client has provided. Items the client wishes to include within the website: 1. Home Page 2. About Us 3. Services 4. Contact Us 82 Information the Client has Provided General Information Freed and Associates Physical Therapy is a physical therapist owned, private physical therapy practice. Freed and Associates Physical Therapy is committed to providing quality physical therapy treatment in a professional, friendly and family environment. Freed and Associates is open Monday through Friday 7:00 a.m. to 6:00 p.m. Saturday morning appointments are available upon request. Freed and Associates Physical Therapy is a certified Medicare provider and is on most insurance company PPO plans (Aetna, Blue Shield, Cigna etc.) and Works Compensation MPN networks. Mission Statement We are committed to providing comprehensive physical therapy treatment to our local community Our primary objective is to develop and maintain partnerships with patients, schools, sports clubs and local employers, helping achieve everyone’s full potential for leading a healthily and productive lifestyle. Our goal is to treat each patient as if they are family, restoring function to the highest possible level, be it getting back to work, sports or simply improving the quality of life’s activity. Services Fitness Conditioning Program Hand Therapy Industrial Rehabilitation Job Site Evaluations Neurological Rehabilitation Pediatric Rehabilitation Orthopedic Physical Therapy Pre-Natal & Post-Partum Care Spinal Rehabilitation Sports Physical Therapy Lymphedema Care and Control 83 Staff Candice Freed, PT, DPT, CEO/Owner Dr. Freed founded Freed and Associates, in 2000 as a private physical therapy practice to deliver physical therapy to our local community and physicians. She believes that a thorough evaluation, evidence-informed clinical decision making, and skill development are essential in creating successful physical therapy interventions. Dr. Freed’s belief in education and research contributes to further analysis and promotion of the profession, and creates a better environment for patient care. She understands that patient focused care and education are the key components to patient satisfaction. Freed’s belief in organizational expansion and growth has lead to prioritizing patient outcomes, care and the use of staff development as a means of effective management. Aside from being an active participant among educational programs, Freed is an active member of the American Physical Therapy Association (APTA). Improvement, promotion and contribution to the profession of physical therapy are essential for its progress and goals. Freed knows that these tenets are essential to achieving the organizations’ future goals with the progression of the physical therapy profession. Freed enojoys lecturing on these matters, along with, clinical topics to tie in the importance of technical skill and administrative responsibility. Andrew Sage, DPT, MS, OCS Andre earned his Doctorate in Physical Therapy after many years of studying and clinical practice. He received his Master of Science degree in 1982 and his Bachelor of Science in 1972 from University of Southern California. In 1995, has was certified a clinical specialist in Orthopedic Physical Therapy by the American Board of Physical Therapy Specialties (ABPTS) and received his recertification in 2005. Maggie Morgan, MPT, CLT-LANA Maggie is our Certified Lymphedema Therapist. She graduated with a Master of Physical Therapy in 1989 from Childrens Hospital Los Angeles--Chapman University. She received her Bachelor of Science degree in 1983 from University of California, Davis. After completing her MLD/CDT Cerification with the Klose Norton School of Lymphedema Therapy, Maggie established the Lymphedema Program at Long Beach Memorial Medical Center and was the Clinical Supervisor. Maggie joined us in January, 2007 to provide the individual attention that lymphedema and cancer patients deserve and need. 84 Eric Walters, PT, DPT Eric graduated from Springfield College with a Master of Science in Physical Therapy and completed her Doctorate in Physical Therapy at Sage Graduate School a year later. He has a special interest in Kinesio taping, which is great in conjunction with manual treatment to help heal and prevent injuries. Robert Mead, PT, MPT, OCS, Cert. MDT Robert is a graduate of SUNY Upstate Medical University in Syracuse, NY. He holds a Masters Degree in Physical Therapy and has received numerous academic and professional awards. Allen’s clinical interests are in orthopedic and sports injuries with a special interest in low back disorders. His approach to physical therapy is through a variety of manual therapy techniques and evidence-based exercise treatments. He is a Board Certified Specialist in Orthopedic Physical Therapy through the American Board of Physical Therapy Specialties, Certified in Mechanical Diagnosis and Therapy through the McKenzie Institute, and a Certified Strength and Condition Specialist through the National Strength and Conditioning Association. Since 2002, Robert has been involved in leadership activities with the American Physical Therapy Association on a local, state, and national level. He has presented at local and national conferences, authored articles about physical therapy practice, and was a reviewer for an anatomy textbook. He is the Vice-President of Operations and Center Coordinator of Clinical Education at ReddyCare Physical Therapy. Location We are located on the corner of Victory and Topanga Blvd. Parking is validated. 6197 Topanga Canyon Blvd., Suite 200 Woodland Hills, CA 91367 Phone: (818) 999-999 Fax: (818) 999-9999 85 Appendix E: Post-Test Questionnaire 86 87 88 89 90 Appendix F: Debriefing Analyzing the Effectiveness of a Low Fidelity Prototyping Kit Amanda Nicole Schmutzler California State University, Northridge DEBREIFING This experiment was conducted to examine the effectivness of a Low Fidelity Prototyping Kit in comparision to Mock Flow, an online prorotyping tool. The kit was designed to provide a portable design that can be transported and translated easily from a client’s office prototyping session to home office, while remaining fully intact for easier transitions into high-fidelity work. This would be helpful in times when the designer does not have access to a projector screen that would allow the whole meeting to be able to see their design. The designer can take this kit, rip off a sheet of paper, place it on a whiteboard and start designing. According to a recent study, a benefit of paper prototyping is that it imposes relatively few constraints on a design (Snyder, 2003). It allows the designer to be creative and have the freedom to draw whatever they wish without the constraints of how they are going to make this work. This study will prove or disprove the effectiveness of the Low Fidelity Prototyping Kit. Participants were divided into two groups and tested either with a partner or independently. I hypothesized that participants working in groups (two or more) will have a stronger user preference for the low fidelity prototyping kit than the online wire framing program. Participants working individually will have a stronger user preference with the online wire framing program. Lastly, there will be increased creative ability using the low fidelity prototyping in comparison to the online wire framing program. Thank you for participating in my research study! For more information regarding prototyping please refer to the following references: REFERENCES Snyder, C. (2003). Paper prototyping: the fast and easy way to design and refine user interfaces. London, UK: Morgan Kaufmann. Warfell, T.Z. (2009). Prototyping: A Practitioner’s Guide. New York: Rosenfeld Media. 91 Appendix G: Redesigned Instruction Manual for the Low Fidelity Prototyping Kit Features of the Low Fidelity Prototyping Kit ________________________________________________________________________ - Carrying case o Easy, portable, light design o Can be packaged for travel - Drawing/formatting tools (i.e. pens/pencils, eraser, folder) are attached with Velcro, so you can easily remove tools without worrying about losing them - Post-it™ notes, custom printed sticky notes etc. are secured to the kit and will not fall out of the case as it is carried or moved - Tools Provided - Website widget stencil kit o Includes the most commonly used widgets to simplify drawing - Transparency sheets If you are not sure of an idea, draw it on a transparency sheet. Then, if you are satisfied with your design, move the transparency and create it with the tools provided. If not, erase it with the provided cloth and start again! o Can also represent page layers without cluttering the page o 4 colors of transparency markers are provided to assist you in your design - Custom-sized Post-it™ notes o A commonly used interface aspect ratio: 4x3 o Faint gridlines keep even a low fidelity prototype accurate and aligned, making it easier for highfidelity prototyping later - Custom printed sticky note o Text box with the word “text field” written faintly to allow you to write over and customize it - Red and blue 2”x4” removable labels o Use as a text entry field, an image place holder, or anything you desire. o Removable so it does not leave any residue if you decide to change its location - - - - 92 Canary color Post-it™ notes o 1.5”x2” o Use to represent a widget or to add notes for the designer/client Arrow Flags o Use to highlight important areas of the page for reminders o Bright colors catch the eye, ensuring reminders will be noted! Page markers o 2 sizes 1”x3 and ½”x2” o 4 colors; blue, pink, purple, yellow o Turn these adhesives on their side for the perfect button, command function, or dropdown menu representation Markers—pack of 10 o Brings permanent color to the design Erasable colored pencils—pack of 12 o Brings a bit of color into the lowfidelity process, while not overwhelming the process o You can erase the color pencils if you wish to change your design Ruler o For precision lines 2 Graphing pencils for sketching Eraser Pencil sharpener 2 Highlighters 2 pens to draw design Whiteout to correct errors Glue to give design permanence Website Widget Key ________________________________________________________________________ Purpose: Gives succinct instances of where a certain widget or element is best used. Listed in alphabetical order with name, picture and an example of the widget used highlighted in yellow. Widget When To Use Example Arrows (left, -Point a user to particularly right, double) important page elements -Serves as links to move further down or across a page if needed Bar Chart -Used to horizontally plot occurrence of categorical variables in separate plots on the same graph -Compares values and rate of occurrence individually and across all bars Button -Indicates an action to a user -Confirms action with a click -Example; “OK” button on most command boxes or a magnifying glass icon on a search bar, where pressing the button will perform the indicated action Checkbox -Used when the user can select any number of the listed options, or none at all -Checkboxes are not mutually exclusive 93 Color Picker -Used when the user needs to select a color they would like to present in an application, background of a picture, text, etc. Combobox -Used when a user needs to select an item from a list - Allows a user to type in the text field, either creating an “other” option (creating limitless possibilities for text) Command Button -Used to help inform and ask them to confirm or decline a task - May be located within dialog boxes -Employs the same features as regular buttons, that is, clicking any command button will carry out that particular action Date Picker -Used for calendar functions, to allow user to essentially pick a date for an event (i.e. online appointment schedulers, etc.) 94 Dialog Box -Most commonly employed in “alert” form, where the interface tells the user that something needs to be done -Dialog boxes usually contain command buttons to trigger an action that will close the alert Dropdown Menu -Can be used any time the interface needs to “tell” the user something important -Organizes the links into relevant headings and simplifies the interface -When the user hovers their mouse pointer over a heading, the relevant links temporarily drop down, allowing the user to select any choice under that heading - The previously highlighted heading will return to its original state once the user moves the mouse pointer Droplist -Enables a user to select one value from a selected list that literally “drops down” when clicking an arrow displayed in the right hand corner of the text field -Once a user selects their choice, that particular choice appears in the original text field Dynamic Panel -Used to choose a selection and then another slection within that selectio -Can have a number of states, each state being activated by clicking on an element such as a tab button, list-box item 95 Hyperlink Bar -Is an element in an electronic document that links to another place in the same document or to an entirely different document -Typically, the user clicks on the hyperlink to follow the link Image Box -Used to display images on interfaces -May be interactive (i.e. clickable) or still frames -Informs the user about the interface in visual form Inline Frame -Used to help a designer organize information -Commonly known as “I-frames,” -Employed to place a sub-section (often scrollable) into a browser window Line Chart -Used to indicate trends to a user, usually over a predetermined period of time -Each time slot (or other measurable interval) is marked by a data point which is connected to other data points by a line 96 Listbox -Lets a user make a selection from predetermined values/choices in a list format It is, in essence, a dropdown menu in permanently expanded form -Sometimes has scrollbars if many choices are available Menu Bar horizontal vertical -A set of controls for the overall functioning of the interface, displayed in text format at the top of the interface -Each tab in the menu bar contains a dropdown list of selections -Common sections in a menu bar include File, Edit, Help, etc. Mouse Pointer -Can either be horizontal or vertical -Helps the user navigate a webpage and work with images, elements, etc. on an interface. -Mice are used in web, application, and mobile devices, and can be embedded within the device (i.e. touch screen) or external (computer or laptop mouse) Note Select note and type your message! -Mimic the movements of the hand or finger to help the user fully navigate said interface -Used for placing Post-it™ notelike windows on an interface with reminders, short notes and other clippings. -Typically rectangular and yellow, like their real-world counterpart, but most applications support other colors and more elaborate designs 97 Pie Chart -A circular (“pie”-shaped) graph split into any number of sections, used to indicate how much of something is represented by a particular whole Progress Bar -Used to convey the progress of a task, such as a download or file transfer -Often, the graphic is accompanied by a textual representation of the progress in a percent format Radio Button -Used when a user can only select 1 choice from several indicated options (buttons) -Switching a choice will cause the previously highlighted button to become inactive -Often used in online surveys for “Yes/No” questions or multiple choice questions Scroll Bar horizontal vertical -A bar that appears on the side or bottom of a window to control which part of a list or document is currently in the window’s frame -Typically, it has arrows at either end, a gray or colored area in the middle, and a scroll box moves from one end to the other to reflect the user’s position in the document 98 Slider horizontal vertical -Utilized to assist a user in easily moving a tab onto a desired number on a number scale -This number scale has a distinct minimum and maximum value beyond which the slider cannot extend -May represent various scales. -Can be both horizontal or vertical Street Map -Used as a computer representation of an actual map, allowing users to get directions, find locations, and search through unfamiliar places virtually Table -Used to display information in a table format, with rows & columns Text Box -Used as a space to enter in text to serve some purpose -Example: to search, to enter information, etc. -May display relevant information to the user without a typing component (simply gives textual information about interface/ elements of interface) 99 Tool Bar -A pictorial representation of choices for a user within an interface -Each choice is represented by a clickable button with picture to indicate what the user will be selecting -May include such features as a “favorites” option, or a button to transition back to a homepage Tree Diagram -Displays an information hierarchy -Used when not much design space is available, for they can fit in smaller spaces -When inactive, headings are displayed next to plus signs, indicating that information is beneath them -Clicking the plus sign expands the heading while minus signs indicate that the selection is fully expanded -Example: My Documents expands to display the subfolders within it Video Player -Used to play, pause, rewind, etc. a video or clip (clips often related to interface, or can be present in advertisement form) -Commonly used in “how-to” clips, for music sites, and any place where both visual and auditory information need to be communicated simultaneously to a user 100 Cell Phone Widget Key ________________________________________________________________________ Widget App Icons When to Use -Used to display applications on the phone Example -Consists of an image to represent what the application is about -User presses on the icon in order to launch the application Battery Icon -Used to display the amount of battery life in the phone Entry Field (iPhone) -Used to enter text to be sent -Once the text has been entered, the user presses send Keypad .-Used to dial a telephone number, enter a text message, or make a selection on selected phone application 101 Scroll Ball (BlackBerry) -Used to select information on a cell phone screen -Similar to a mouse for a computer Smartphone Keypad -Once the highlighted area is over the desired selection, the user pushes down on the scroll ball to activate it -Used both as a dial pad and a keyboard -Can be used to browse the web, enter a text message, write an email, and much more Text Message Bubbles -Used to display text messages between users -Each user has a designated color to indicate who is speaking in the message (incoming/outgoing) 4-Way Physical Button -Used to navigate through a cell phone -Each button has a certain function and is used to access different information in the phone 102 103
© Copyright 2026 Paperzz