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Rapid prototyping for mobile products

  • Amy McGuinness
  • 17 Nov 2011
  • 8 Comments

Here at cx towers we’ve found ourselves carrying out lots of mobile testing in recent months for live apps and websites, as well as prototypes we’ve created ourselves.

So what prototyping methods have we got at our disposal and what are the pros and cons for each? What differences are there from testing desktop prototypes (apart from the obvious difference in screen size)?

Paper prototyping

Just as with desktop websites, you can use lo-fi prototyping during wireframe development and testing. This helps to work out the best positioning for design elements and to gauge people’s expectations and reactions to your product.

Here are some projects where we’ve used paper prototypes to design and test mobile products:

Ecobugs mobile game testing

Ecobugs paper prototype

Ecobugs phone swatches paper prototype

Ecobugs is an educational iPhone game aimed at 7 -11 year olds. It involves collecting and classifying new species of insect using GPS tracking and augmented reality. Here paper prototypes were used to test initial concepts and the flow of the game. iPhone templates were used to wireframe a storyboard for the game, these were then cut to size, laminated and collated into a swatch book. Children could hold the prototype in their hands and walk around with it as if it was a real device. This was a great way of finding out if they understood the story, rules and actions behind the game in context before the visual design and development process began.

Wireframe development for tablet

Richard and Steve experimented with paper prototyping in their book Communicating the User Experience. They used it as a way of prioritising elements for tablet devices. By cutting out the separate elements they were able to move them around in situ and check the sizing and proximity of different controls as they held and interacted with the device. This allowed them to rapidly optimise the layout before creating higher fidelity solutions.

Mobile websites – BBC prototype

A while back we did some testing for the BBC mobile site. Like lots of information rich sites, many of the pages were long and scrollable. This can be a problem to replicate when testing both paper and digital prototypes for mobile. Here the solution was to mount cutouts of the wireframes onto foam board so that they could be pulled up and down below a phone screen ‘frame’.

Paper prototyping pros and cons

Mobile paper prototyping pros and cons

pdf screen viewers

Using a mobile PDF screen viewer is a cost and time effective way of displaying mobile prototypes on a physical device. Like paper prototypes,  PDF screen viewers rely on the test moderator having to scroll or swipe to the correct page or state which can be a little clunky on a mobile. However, during some guerrilla testing we used this as a back up and found it invaluable when we lost wifi connection to the interactive prototype we were testing.

PDF screen viewer pros and cons

PDF screen viewer pros and cons

Prototyping software

Recently I tried out a prototyping app called Realizer for a travel website prototype we wanted to guerrilla test.

On paper, Realizer app looked like a great product – a free, quick solution for presenting your prototypes on a device which a user can then play with and control themselves. However further investigations have thrown up some issues. A web based app, Realizer allows you to upload your prototype stills and then add hotspot links between the pages so you can mimic user journeys through your prototype – sounds simple right?

When prototyping for a travel site the first issue I came up against was that every still you upload has to be exactly 320px by 480px – say goodbye to long scrolling pages. The way i got round this was by chopping long pages into portions and adding touch links to the bottom of each screen. This was clunky to say the least but did allow people to control the way they browse through the site.

I found it pretty quick setting up the prototype – the main issue was making sure each still image was exactly the right size. Once the prototype had been set up you are then able to access it it via an app on your iPhone. It presents a lo-fi version of your design in a form that looks scrollable and clickable. However this comes with it’s own set of problems.

This level of affordance leads people to believe you can tap and swipe through it just like a normal website, however the response time for each tap is about 3 seconds. This led to lots of over clicking which disrupted the path of the test and was frustrating for participants.

I also found that Realizer app ceased to work when there was no wifi connection, as we were guerrilla testing in an airport this was an issue.

Mobile prototyping software pros and cons

Mobile protoyping software pros and cons

Interacting with devices tends to be an incredibly personal experience people like to hold, tilt, touch and be in control. Mobile prototypes should try and allow for this element of control. When moderating testing with desktop sites it is easy to set up multiple tabs and shortcuts in a browser, which can be clicked into without much disruption to the flow of the test. When using paper or pdf readers for mobile this becomes harder.

Using apps such as realizer allows the user a more real experience and ability to explore during a test but can only be used on one platform and relies heavily on wifi connection which can be an issue when testing in the field.

What is your experience of creating rapid prototypes for mobiles? Have you tried any other methods? I’d love to hear about them…

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Amy McGuinness

Amy joined cxpartners in 2010 having previously worked in design and digital strategy roles in the public sector. With a BA in Graphic Design specialising in interaction, she has a penchant for problem solving and a passion for finding out how things work.

  • 0117 930 3551
  • amy.mcguinness@cxpartners.co.uk
  • @mcsparrow

Other articles from Amy

3 ways with sketches: ideation, problem solving & persuasion

Using sketching as a tool to inform the design process and achieve buy-in from stakeholders.

8 Comments

  • Pete Love
  • 18 Nov 2011
  • 09:07

I’ve been using proto.io ….I’ve found it really quick and easy to use… drag and drop commonly used UI elements, has a big library of icons etc and no restrictions on page length. (it can be a little bit slow sometimes, though haven’t used Realizer to compare). Definitelty worth checking out if you haven’t already.

  • Martyn Reding
  • 18 Nov 2011
  • 12:23

I’ve tried out LiveView recently which allows you to effectively project prototypes on to devices, it doesn’t allow for the user interacting though.

In my opinion paper prototypes are too detached from reality. it is asking for a huge leap of imagination from users.

If you’ve got the time/resource it’s a good idea to simply build HTML prototypes with Clicktale for tracking and run it through a browser – this doesn’t really help for app testing unless you employ some clunky “browser hide” scripting.

I imagine we need some kind of mobile version of Silverback that utilises front facing cameras.

Fancy building that for me?

  • Theresa Neil
  • 23 Nov 2011
  • 21:31

I love paper prototyping with cardboard cutout in the size and shape of a phone, and stick notes for the lo-fi screens.

For later in the design process, I’ve found Dashcode pretty easy to use for prototyping iPhone apps.

InVision app is like Realizer but doesn’t have the size issue you mentioned.

Keynotopia could be a good solution; this is their description:
“Keynotopia apps perform much faster than traditional PDF viewers since they use caching to speed up page load. They also use cross-fade to ease transition from one prototype screen to the next, and they provide a nice radar effect when you tap a certain area on the screen so to easily track, project and record how users interact with the prototype.”

I haven’t tried it next, but will on our next project.

  • Amy McGuinness
  • 05 Dec 2011
  • 10:37

Thanks for all your recommendations guys -
I’ll take a look at some of these examples.

I agree that HTML is probably the best solution for a working prototype, however paper prototyping is still very useful for testing initial concepts and interaction flow and is certainly more rapid.

Something that utilises the front facing cameras in mobiles would be very interesting. When we carry out mobile testing in the lab we also find it useful to set up a camera above the persons hands to see how they try and interact with products rather then just where they tap.

  • Chris OBrien
  • 19 Dec 2011
  • 21:09

Zurb recently came out with a prototyping framework that seems like a great solutions. Haven’t used it on a project yet, but looking forward to trying it: http://foundation.zurb.com/

  • Duncan Wilcox
  • 11 Feb 2012
  • 11:50

I’m the developer of the Mac app Prototypes, http://prototypesapp.com, which I built specifically to quickly iterate iPhone app designs. Might do what you need.

  • Ben Allman
  • 13 Feb 2012
  • 12:48

Balsamiq is a good rapid prototyper

  • Martin Perinaj
  • 13 Feb 2012
  • 19:17

I’ve used AppCooker (iOS) on iPad and pretty happy about that. Once u learn the environment, you get results very quickly.

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Amy McGuinness

Amy joined cxpartners in 2010 having previously worked in design and digital strategy roles in the public sector. With a BA in Graphic Design specialising in interaction, she has a penchant for problem solving and a passion for finding out how things work.

  • 0117 930 3551
  • amy.mcguinness@cxpartners.co.uk
  • @mcsparrow

Other articles from Amy

3 ways with sketches: ideation, problem solving & persuasion

Using sketching as a tool to inform the design process and achieve buy-in from stakeholders.

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