Paper-Prototyping Classwork


Finally!

Class Group Work

Exercise: Working in groups, create a "paper" prototype for an information kiosk to assist visitors to your campus or office building or to a shopping mall or museum. The kiosk will be located in the lobby or central location (you define where). Visitors unfamiliar with the services or locations of departments would consult this kiosk to get a sense of where to go and how to get there. Consider the types of visitors you need to help and the types of information they will want. Create a profile of your primary visitors and tasks. Then, create the "interface," beginning with the main screen, from which the user can select other screens for information. When the task is complete, a representative from another group will become the target user for you kiosk to test the usability of your prototype. (Exercise comes from Barnum, 2002, p. 137)**

Instead of using index cards or paper, use the Notepad and have separate text files (.txt) represent different cards--using word documents would be goofy, so use Notepad. This ought to have a rather interesting effect on the user. When you come to the part where you bring in another user, describe (meaning write this down on something) how the user adjusts the prototype (the "cards") you created. Make sure you ask the user to arrange the cards on the desktop as they would want them to appear on a kiosk interface--don't coach them. Therefore, you create the cards, but let the user arrange them.

One of you should host the final prototype on his/her webpage, but each member should have a link to the prototype. Make screen captures or an entire screen capture of the layout the group decides.

Those of you who are testing these designs, I want you to report back to class why you arranged the cards or adjusted the contents of the cards (adding or deleting) the way you did. In other words, what is your mental model of how that particular kiosk should be set up?

Catch out the Virginia Tech Kiosk.

Time permitting, I want to play a little memory game based on the short- and long-term memory but, if we're short on time tonight, we'll skip it.


**Barnum, Carol M. (2002). Usability Testing and Research. New York: Longman.

 

 

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