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WHAT’S IT LIKE TO BE AN APP?
        Wednesday 14th November 2012
AGENDA


10.00    Welcome & what we’re doing today
10.30    Introduction to experience prototyping
11.00    Pick your words, sketch your app
11.50    Present your idea to the group (5 mins each)
12.30    LUNCH
13.15    What we’re doing this afternoon
13.30    Develop your idea, create materials, refer to the EP template
15.00    Test with users (x2)
15.30    Feedback and summing up
16.00    The end
LEAN
WORK ITERATIVELY & MINIMISE WASTE
        LEARN VERY FAST
WITH HYPOTHESES NOT REQUIREMENTS
  DEVISE EXPERIMENTS TO VALIDATE
     MINIMAL VIABLE PRODUCT
VALUE THROUGH EYES OF CUSTOMERS
MAKE>TEST>LEARN HAPPENS
           CONTINUALLY AT EVERY STAGE


              DESIGN &     SOFTWARE     GROWTH
STRATEGY    PROTOTYPING   DEVELOPMENT   HACKING
Why experience prototype?
When creating mobile apps and
  services, as well as prototyping and
testing interfaces, we need to prototype
     and test broader ‘experiences’.
We need to think about:
What it means to be mobile when you
 are using a service? Where are you?
At home? On transport? In a public or
            private space?
We need to think about:
 Are you interacting with others at the time?
  Does it rely on other people responding?
  What other inputs are part of the service?
Temperature, sounds, photos, movement etc.
How can you test these parts
of a service as well as the more
 traditional interface elements.
And all without having to build
   the whole damn thing?
Experience prototyping lets you see
what it's like to 'use' the service and
  what it's like to 'be' the service.
Being the App
What are the backend processes and
information needed to make a mobile
         service (app) work?
Using the App
What does the service feel like to use?
Not just the visual interaction, does the
 service feel useful? Responsive? Fun?
               Surprising?
Creating and testing these experiences
   ‘by hand' in a quick and iterative way
  helps you appreciate the complexity of
the users needs and how difficult they are
          for the service to meet.
Experience prototyping can be done
  at various stages of proposition
 development, and later in service
           development.
Experience Sketching
  Can help us to come up with new
 propositions and interactions, just as
paper sketching or brainstorming can.
Testing propositions:
    If you need to test the desirability of a
 proposition, prototyping the experience at an
early stage can help sort out the desirable and
useful features from the ones users don't need.
This is the level of experience
 prototyping we are going to
         attempt today.
Later in the process more refined
  touchpoints can be tested in
       ‘service prototypes’.
Traditional
prototypes
Some examples of real world of
 prototypes. Used to simulate
        an experience.

 n.b. they are not just telling a story, they are
           giving us an experience.
CARDBOARD DYSON
CARDBOARD DYSON   REAL DYSON
PAPER PROTOTYPE
PAPER PROTOTYPE   WEBPAGE
ON LAND
ON LAND   ON WATER
IN A PUB CAR PARK
IN A PUB CAR PARK   AT THE RODEO
MURDER MYSTERY
MURDER MYSTERY   POLICE WORK
PARABOLIC FLIGHT
PARABOLIC FLIGHT   ISS
SEPARATION
SEPARATION   D.I.V.O.R.C.E
PLAYING WITH BOATS
PLAYING WITH BOATS   CAPTAIN
FLOUR OR EGG BABIES
FLOUR OR EGG BABIES   THE REAL THING
All of these examples give users a
taste of an experience as a taste of
         something to come.

An experience prototype does this, but
 more importantly, lets you learn from
their reactions and make improvements
             to your service.
Some examples of more
elaborate experience prototypes
          from CIID.dk
Experience Prototyping is:
• About creating an experienceable event
• A rapid learning/refinement technique
• A way to see if you’re on the right track
• Simulations, not stories
Experience Prototyping is not:

• Just an acted-out scenario
• Expensive to create/test
• Too-time consuming

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What's it like to be an app? - a Made by Many experience prototyping workshop for Internet Week Europe

  • 1. WHAT’S IT LIKE TO BE AN APP? Wednesday 14th November 2012
  • 2. AGENDA 10.00 Welcome & what we’re doing today 10.30 Introduction to experience prototyping 11.00 Pick your words, sketch your app 11.50 Present your idea to the group (5 mins each) 12.30 LUNCH 13.15 What we’re doing this afternoon 13.30 Develop your idea, create materials, refer to the EP template 15.00 Test with users (x2) 15.30 Feedback and summing up 16.00 The end
  • 4. WORK ITERATIVELY & MINIMISE WASTE LEARN VERY FAST WITH HYPOTHESES NOT REQUIREMENTS DEVISE EXPERIMENTS TO VALIDATE MINIMAL VIABLE PRODUCT VALUE THROUGH EYES OF CUSTOMERS
  • 5. MAKE>TEST>LEARN HAPPENS CONTINUALLY AT EVERY STAGE DESIGN & SOFTWARE GROWTH STRATEGY PROTOTYPING DEVELOPMENT HACKING
  • 7. When creating mobile apps and services, as well as prototyping and testing interfaces, we need to prototype and test broader ‘experiences’.
  • 8. We need to think about: What it means to be mobile when you are using a service? Where are you? At home? On transport? In a public or private space?
  • 9. We need to think about: Are you interacting with others at the time? Does it rely on other people responding? What other inputs are part of the service? Temperature, sounds, photos, movement etc.
  • 10. How can you test these parts of a service as well as the more traditional interface elements.
  • 11. And all without having to build the whole damn thing?
  • 12. Experience prototyping lets you see what it's like to 'use' the service and what it's like to 'be' the service.
  • 13. Being the App What are the backend processes and information needed to make a mobile service (app) work?
  • 14. Using the App What does the service feel like to use? Not just the visual interaction, does the service feel useful? Responsive? Fun? Surprising?
  • 15. Creating and testing these experiences ‘by hand' in a quick and iterative way helps you appreciate the complexity of the users needs and how difficult they are for the service to meet.
  • 16. Experience prototyping can be done at various stages of proposition development, and later in service development.
  • 17. Experience Sketching Can help us to come up with new propositions and interactions, just as paper sketching or brainstorming can.
  • 18.
  • 19. Testing propositions: If you need to test the desirability of a proposition, prototyping the experience at an early stage can help sort out the desirable and useful features from the ones users don't need.
  • 20. This is the level of experience prototyping we are going to attempt today.
  • 21. Later in the process more refined touchpoints can be tested in ‘service prototypes’.
  • 23. Some examples of real world of prototypes. Used to simulate an experience. n.b. they are not just telling a story, they are giving us an experience.
  • 25. CARDBOARD DYSON REAL DYSON
  • 27. PAPER PROTOTYPE WEBPAGE
  • 29. ON LAND ON WATER
  • 30. IN A PUB CAR PARK
  • 31. IN A PUB CAR PARK AT THE RODEO
  • 33. MURDER MYSTERY POLICE WORK
  • 37. SEPARATION D.I.V.O.R.C.E
  • 40. FLOUR OR EGG BABIES
  • 41. FLOUR OR EGG BABIES THE REAL THING
  • 42. All of these examples give users a taste of an experience as a taste of something to come. An experience prototype does this, but more importantly, lets you learn from their reactions and make improvements to your service.
  • 43. Some examples of more elaborate experience prototypes from CIID.dk
  • 44.
  • 45.
  • 46.
  • 47. Experience Prototyping is: • About creating an experienceable event • A rapid learning/refinement technique • A way to see if you’re on the right track • Simulations, not stories
  • 48. Experience Prototyping is not: • Just an acted-out scenario • Expensive to create/test • Too-time consuming

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