The Fast and Easy Way to Design and Refine User InterfacesBy
- Carolyn Snyder
Do you spend a lot of time during the design process wondering what users really need? Do you hate those endless meetings where you argue how the interface should work? Have you ever developed something that later had to be completely redesigned? Paper Prototyping can help. Written by a usability engineer with a long and successful paper prototyping history, this book is a practical, how-to guide that will prepare you to create and test paper prototypes of all kinds of user interfaces. You'll see how to simulate various kinds of interface elements and interactions. You'll learn about the practical aspects of paper prototyping, such as deciding when the technique is appropriate, scheduling the activities, and handling the skepticism of others in your organization. Numerous case studies and images throughout the book show you real world examples of paper prototyping at work. Learn how to use this powerful technique to develop products that are more useful, intuitive, efficient, and pleasing: * Save time and money - solve key problems before implementation begins * Get user feedback early - use it to focus the development process * Communicate better - involve development team members from a variety of disciplines * Be more creative - experiment with many ideas before committing to one
HCI practitioners, usability engineers, software developers, Web designers, and Web application developers.
Paperback, 408 Pages
Published: April 2003
Imprint: Morgan Kaufmann
- Foreword by Jakon NielsenAcknowledgmentsPart IIntroduction to Paper PrototypingChapter 1: IntroductionChapter 2: Case StudiesChapter 3: Thinking about PrototypingChapter 4: Making a Paper PrototypePart IIProcess: Conducting a Usability Study with a Paper PrototypeChapter 5: Planning a Usability Study with a Paper PrototypeChapter 6: Task DesignChapter 7: Preparing the PrototypeChapter 8: Introduction to Usability Test FacilitationChapter 9: Usability Testing with a Paper PrototypeChapter 10: ObserversChapter 11: Data: Capturing, Prioritizing, and CommunicatingPart IIIDeciding Whether to Use PaperChapter 12: What Paper Is (and Isn't) Good ForChapter 13: The Politics of Paper PrototypingChapter 14: When to Use PaperPart IVBroadening the FocusChapter 15: Examples of User-Centered DesignChapter 16: Final ThoughtsReferencesIndexFigure CreditsAbout the Author