WEBVTT

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If you're looking at novel solutions, then&nbsp;
paper prototyping is a great way of starting.

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This is a relatively short segment on paper&nbsp;
prototyping,

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which is something that I don't think people really take very seriously,

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but&nbsp;they should do. 
It's a wonderful approach.

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It's very *cheap and easy to do* 
– so, low technology,&nbsp;low cost;

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can be done at the *very early stages* of design and development;

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*easy to create modify&nbsp;and animate* because you do all that by hand.

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It *avoids distractions with superficial detail*;

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a fixation that that button is too large or it's too small or it's too blue or what have you.

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It&nbsp;*prevents* the you-must-be-very-nearly-finished impression that

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sometimes customers get when&nbsp;
you're showing them higher-fidelity mockups,

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without them realizing there's an awful lot&nbsp;of work that still needs to be done behind the screens.

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It's very much less intimidating to users.&nbsp;
Users really do get that you're trying things out,

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and obviously they're quite keen to give you&nbsp;
useful feedback.

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And tied up with that is the whole aspect 
that it just looks much more&nbsp;malleable,

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much more unfinished than any form of screen markup.

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So, as a concept, it's&nbsp;quite wonderful,

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but we don't do enough of it.

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It's not something you would actually do in an&nbsp;
area where you're *revisiting* the same solution.

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So, if your organization produces a lot of 
e-commerce&nbsp;sites and you've done

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this particular kind of solution 10 times before, 
then obviously no need&nbsp;to paper-prototype.

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But if you're looking at novel solutions, 
if you're the next big startup

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and you want to make sure that people understand your proposition and they know how to work with it,

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then paper prototyping is a great way of starting.

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So, here's Carolyn Snyder, a friend of mine, who&nbsp;
has written a book called *Paper Prototyping*.

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It's not a fantastically long or detailed book,

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but&nbsp;it does go through all the basics, and you can see just looking at this particular screenshot,

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or&nbsp;paper-shot even – it's not of a screen of course – it's showing

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little strips of paper that have&nbsp;been tacked on, 
and you can see that the cross on the

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– with color has just been applied with some&nbsp;sticky tape, literally,

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and the text in the box underneath has been done the same way.

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And it's&nbsp;just all done with users, with *a user*, typically,

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and an agreed script, an agreed set of pages.

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And you ask users to interact as if this was for real.

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And they tell you what they would do, 
and&nbsp;you play-act it.

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So, it's fairly standard office supplies. You can do most paper prototyping&nbsp;with about

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10 pounds', dollars' or euros' worth of office stationery.

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You need to, as I mention&nbsp;here, make sure that you've *tested* your process

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before the user arrives, that you know&nbsp;what you're going to do *if* certain things happen,

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and you need to *agree with the team* 
what this&nbsp;process is meant to look like

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so that you're not basically testing something different

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from what the design team is proposing to do.

