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Test your ideas with little investment upfront, so you can spend the big money on a product that's working, you can view a video of the presentation here:

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  1. PrototypingWithout skills, time or money@Sjors
  2. Sjors TimmerUX designer at SapientNitroOrganiser/founder of UXDOWorked for startups such as Webjam and ZomotoStarted (and sold it)Started (and waiting for ‘time’)
  3. Why prototype?
  4. Prototyping is the way to find whatdoesnt work early and cheap, and spendyour time and money on solutions that dowork
  5. successBuilding without prototyping
  6. successBuilding with prototyping
  7. successBuilding with prototyping
  8. “Theyll take ten, and give themselvesroom to design without restriction. Laterthey whittle that number to three, spendmore months on those three and thenfinally end up with one strong decision.”Helen Walters on Apple’s design processHelen Walters, Apple’s design process
  9. Prototype
  10. HTML 5 Logo sketches
  11. MRVDV 676 buildings
  12. Sketch
  13. “My drawings have been described aspre-intentionalist, meaning that theywere finished before the ideas for themhad occurred to me. I shall not argue thepoint.”James ThurberSketching the User Experience - Bill Buxton
  14. “Quantity has a quality all its own”Joseph StalinWikipedia :)
  15. Create five sketches, or else:- We’re wasting our time- We’re staying in the common response zone- We’re not saturating the design spaceThe sketches must be unique, or else:- You’re iterating the same basic idea- You risk getting committed to one idea- You’re still in the common response zoneDesign studio: Idea Creation: from: Jerome Ryckborst’s Five Sketches or Else Method (UPA 2008)
  16. Detail is not important, your trying toestablish hierarchy
  17. Design Studios: Idea CreationBrian Sullivan Back of a NapkinDan Roam
  18. Paper prototyping
  19. Sketching allows you to explore thecomposition in space, paper prototypingallows you to explore your idea in time
  20. What do you need?Paper,Pens,A bit of glue,Some post-its,Print-outs of UI-elements (+ scissors)
  21. What do you need?Paper,Pens,A bit of glue,Some post-its,Print-outs of UI-elements (+ scissors)Other people
  22. Start simple
  23. Start testing
  24. After a few tests you’ll recognisecommon mistakes that you canfix
  25. Detail is not important, your trying toestablish flow
  26. Paper PrototypingShawn Medero Back on 16 Years ofPaper PrototypingJared M. Spool
  27. Digital (lo-fi)prototyping
  28. Turn your sketches into digitalprototypes at
  29. Fancy wireframing yourself,
  30. Test your prototype directly with users
  31. Testing with 5 users finds 80% of theusability problems – Jakob NielsenWhy You Only Need to Test with 5 Users - Jakob Nielsen
  32. Cheaper, skip video use your friends andtry
  33. Digital (Hi -fi)prototyping
  34. Now you’ve tested your layout,interaction and flow, you can do one lastround of Hi-fi digital mock-up testing
  35. Allows you to chunk up your design andget it done for a fiver at
  36. Or for only $490 more, turn yourwireframes/sketches into designed
  37. Have your designed pages turned intotemplates for Wordpress, Drupal, Joomlaetc.
  38. Test your new prototype again, usabilla and all yourfriends
  39. Start using data to understand your
  40. Ask questions specific to certain
  41. Metric driven designJoshua Porter startup tools to help youdesigning your startupSjors Timmer (shameless plug :)
  42. By now you should have a pretty wellworked out version of your hypothesesNow it’s time to convince some designer/technical co-founders and start workingon itteration 1
  43. Thanks!