IS 213: UI Design and Development
Spring, 2001
xxxx
Professor Marti Hearst

 

 

Problem Statement
Team Management Structure
Competitive Analysis
Methods

Personas and Goals
  Evan: Business Traveler
  Savanah: Leisure Traveler
  Charley: Adventure Traveler

Scenarios
  Evan: Buys a Guide
  Savanah: Starts a Guide
  Charley: Edits a Guide

Initial Design Ideas
  Ella v 1.0
  Billie v 1.0

Low-fidelity Prototype
  Evaluation:
  Methods & Measures
  Results & Discussion

First Interactive Prototype
  Revised Design

  Prototype Overview
  Storyboards
  Evaluation Instructions
  Midterm presentation (PPT)

Second Interactive Prototype

Usability Test
  Results
  Discussion
  Formal Experiment Design

Final Report
  Storyboard
  Final presentation (ppt)

Task Matrix
Travelite Vocabulary
Participation Matrix

Heuristic Evaluation
(Reading Tree Prototype)

Appendices

 

Sacha Pearson
Kim Garrett
Jennifer English

Contact Travelite

Low-Fi Prototyping and Usability Testing

Introduction
TraveLite is a web-based, customized travel guide publisher. It allows travelers to sort through a database of travel content and choose only what they decide they need or want. Through a series of tasks, users create a customized guide, which they can later download to a PDA or other portable electronic format. The system will also allow users to store personalized guides in an account on TraveLite to later further modify and purchase the guide.

The first TraveLite prototype was constructed in paper. We wanted to evaluate this low-fidelity paper-based version prior to implementing a prototype in HTML. We tested the interface using three representative users. Testing was relatively informal, using a think-aloud protocol. The intent of this stage of the design process was (1) to locate major problems with the interaction flow, nomenclature, and structure of the content as it was presented and (2) to see if users generally "get" TraveLite.

The Making of the Paper Interface
W
orking from the original design sketches, the TraveLite low-fi prototype was initially drafted by hand on paper onto 11x14 photocopied mockups of a web browser window.

Following are pictures of the prototyping in process. Click on any image to see a larger view.


Our mobile prototyping kit


Working out ideas


Sketching

Screen view-content page
prototype 1

Detailed view-destination screen
prototype 1

Detailed screen view -
search page with results


prototype 1


Discussion

Prototype 1 - in the process of revision


Working on new prototype


Prototype 2 - Destination Screen


Prototype 2 - the system

 

The 11x14 page size was selected because it permitted slightly larger screen views, while also replicating the relative dimensions of a typical 800x600 display screen.

The team fashioned a low-fi prototype kit, stored in a box in the SIMS basement lab, where all team members could access it. In addition to the actual "computer," the low-fi prototype materials kit included:

  • a mouse "pointer";
  • a "highlighter" (used by the computer to indicate selection in pull-down lists, etc.);
  • 11x14 paper;
  • adding machine tape;
  • pencils, pens, highlighters, markers;
  • post-it glue, post-it tape, and post-it notes of various sizes and colors;
  • whiteout;
  • exacto-knife and (cardboard) cutting board;
  • scissors;
  • paper clips, binder clips;
  • rulers;
  • 4x6 notecards;
  • sheet protectors
  • rubber bands; and
  • scotch tape and masking tape.

Some of the more creative representations of GUI elements included: paper pulled through two cuts in a screen to represent a scrolling pane in a window, adding machine tape inserted through an incision to represent a drop down box, and fan-folded paper with a pull-tab to imitate a progress bar. The initial paper prototype was piloted with an outside tester, as well as "tested" by the team members using the draft scenarios, and then iterated a second time in paper.

As a result of these pilot tests, so many changes were necessary that it became easier to mockup the content of the screens on the computer as well, rather than erasing and rewriting by hand. The second complete iteration of the low-fi prototype was generated on the computer, using word processor and spreadsheet applications. The computer-generated content was then cut up and pasted onto the web browser window mockup to produce the various prototype screens of the "computer".

In addition to "dynamic" travel-related content, the final low-fi prototype consisted of 16 screens:

  • Home;
  • About TraveLite;
  • Frequently Asked Questions (FAQ);
  • Free trial download, including two download dialogue boxes;
  • Sign In;
  • Create Account;
  • Forget Password;
  • My Guides (personal account page);
  • Choose a Destination;
  • Choose Content (filter content categories);
  • Create/Edit a profile;
  • Guide Table of Contents;
  • View/Edit a Section;
  • Detailed information on a particular content item;
  • Checkout pages:
    • enter/edit personal information and specify download format,
    • enter credit card information,
    • confirmation & download; and
  • Log-out.

As much as possible, pieces of the paper prototype were conceived as individual elements of the interface. This perspective will be useful for later interactive prototypes, helping the team think in terms of a modular design using global and local elements of the interactive interface.

Special thanks to Jeff McNeill for providing the photographs.