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articles
Developing a Web Site Prototype
By Theresa Wilkinson, W-edge design
Reprinted with permission from the STC Intercom magazine - January 1999
Volume 45, Issue 6.
If you have been reading my last few Intercom articles, you know how
to plan a Web site (December 1997), define content for a Web site (June 1998),
and define Web site architecture (November 1998). Now what do you do? How can
you find out if your ideas are what your users, the intended audience for your
site, want or need? The answer is to build a prototype.
A prototype, both paper and online (and I suggest you build both) is a
"mini" Web site, including content (or content ideas), graphics, multi-media
etc., on a smaller scale than the final site. I have found that developing a
prototype is a great way to present your ideas to upper management for approval
to go "live." Also, and more important, an online prototype is an ideal
application for user testing to ensure your site's success.
Organizing your team
I usually work with a team throughout the planning and designing
cycles. I find a team invaluable, especially with brainstorming ideas. If you
haven't worked with a team, now is the time to incorporate them. You should have
the following people on your team:
- Producer. The producer's role is to organize all the pieces
of the site into a coherent whole. The producer has to determine the
overall purpose and vision of the site and communicate the purpose
to all people involved. He or she should develop a coherent Web
architecture that can grow over time, unify all the disparate
elements and act as a single contact for legal issues involved, such
as permission to link to other people's site. The producer should
have experience with project management.
- Graphic Designer. The graphic designer is responsible for
the graphic design work. He or she should be familiar with graphics
programs and be in charge of generating all images used in your
site. The graphic designer should also advise on different
backgrounds and text/links colors to be used.
- HTML Author. The HTML author should have an extensive
knowledge of HTML and all its variants. He or she should know how
different browsers render the same tags and which tags break which
browsers. The HTML author's job is to create a site that will look
as close as possible to the original design on the widest possible
range of browsers as well as being able to implement the more
technical aspects like forms. Desirable knowledge: AcitveX, VB
Script, Java, Java ++, etc.
- Server Specialist. The server specialist must be able to
configure the server and should be able to provide the server-side
programs required to make the site run, such as server-side image
maps and form submission programs. He or she should also be able to
handle any DNS configuration issues that arise.
- Content Editor. The content editor's role is to determine
the content that will go up on the site, produce content schedules,
and if needed, develop content.
In most companies, people can double up on roles. I have worn the hats
of both the producer and the content editor. My HTML author also
doubled as the graphic designer.
Planning your prototype
I begin a paper prototype shortly after completing my design document
for the site. Drawing out the site helps me visualize it; then I can
start to fill in all the blanks. I have identified and solved most,
but not all, navigation, layout, content, and programming problems
this way. To "mock-up" the site, I use blank, white 11- by 17-paper
for scribbling ideas.
When my mock-ups are complete, I present these to my team, and we
discuss everything page in detail. Yes, this process takes a lot of
time, but it also sparks creativity, which also sparks enthusiasm.
The more enthusiastic your team, the better the Web site you will
create together.
One piece of advice I can offer to save you numerous revisions is to
have the decision-makers to sign off on every page of your prototype
at the time you reach your final draft. Then they can't keep adding
areas and buttons as the mood strikes them. At the time of this
writing, I am devising a form that illustrates each page of the
prototype, with places for dates and signatures. The challenge is to
give the decision-makers enough information as to envision the site
even though you may not have the final content.
Testing your paper prototype
I have created hundreds of paper prototypes. Once you get one drawn
out, have your team review it, make changes, and then do it again.
When you reach your "final" version, clean them up so they are
readable (not many people may have a problem with this, but I do).
Have a few people look them over: Give them some tasks to perform,
such as locating the stock ticker, and see which section of your
paper prototype draws their attention. This is a very inexpensive
usability test that really works -- it is much cheaper and easier to
make changes on paper.
Using a design form
How do you get your ideas from paper into HTML? I created the
prototype form out of frustration when the HTML author I worked with
could not lay out the page the way I wanted it. This form allowed me
to illustrate how I wanted the pages laid out and give directions if
needed. I could also specify the number of pages within an area,
such as company information, where everything is related. The author
especially liked the menu and next page areas because he could see
how this page related with others.
Building your online prototype
Don't spend a lot of time putting all the bells and whistles in your
site just yet. For the meeting with the decision makers, put in just
enough information so that they can get an idea of the look of the
site, approve the graphics and colors, and can click around a
little. Define your main page, with the content you want to go live
with, and possibly two other areas. The decision makers always like
to see company information, so start there, and possibly include a
"Products and Services" or "Customer Service" area. Everything does
not have to "work" at this point (you can fudge some functionality
with HTML). At my former company, the multimedia click-throughs
(demonstrations) were not ready for the meeting, so we just added a
graphic of the top screen with the "dead" link that would activate
them, and the viewers never knew the difference. Of course, if they
had wanted to see the click-throughs, we would have told them they
weren't ready, but they didn't, and we looked great!
Building the site
Once your site is approved to go live, start building the remaining
sections of the site. This is assuming that the decision makers
liked the design, graphics, and colors. If they didn't (and who
hasn't had that happen?), try to get as much information as you can
on what they do want. If they can't give you any clear direction,
ask them to appoint someone to work with you. Also, remind them, if
necessary, of the "live" date.
If you are lucky enough not to have to go back to the drawing board,
gather the rest of your content for your site. If possible, use
section templates to build your site. These will help those on your
team that are less HTML-savvy.
Ensure all graphics created are appropriate for the purpose and
audience of your site. Check on the domain name and server
configuration. Check all links, at least three times, to be sure
they work. Enforce any standards and consider a formal code review.
Make sure your ALT tags are descriptive. The last thing you want is
your HTML author pulled off the project at the last minute and no
one can make head or tails of your code.
Testing your prototype
When planning your test, think about what you want to learn. How do
people interact with your site? What is difficult or easy for people
to do? What do they really like -- or hate -- about your site? What
information do you want to find out from test subjects --
navigation, labeling, content, and so on?
Consider the site as a whole: A usability test is a means of thinking
about the purpose and function of the whole site.
Preparing your test questions
List several tasks (between five and ten) that a test subject should
be able to accomplish with the site. The tasks should be simple, so
that the novice test subjects have a chance of success. The tasks
should be specific and clearly stated.
For example:
- How many software products does the company sell?
- What is the price of the company stock?
- What is the company president's middle name?
- Name four of the company's strategic partners.
- How long does it take via a 14.4 modem to download XYC-1000
product?
- Name three technical specifications for the XYC-1000 product?
These questions reflect a general view of my site. If I wanted to
concentrate on a certain area, such as Customer Service, I would
focus more of my questions with that area in mind.
Write each task on a separate page to avoid foreshadowing effects. Do
not include any hints in the task questions.
Finding your users
Now that you have your questions finalized, it's now time to think
about recruiting users. Will you recruit from within or outside your
company? At my former company, I emailed my potential test subjects,
people within my company but unfamiliar with my site and asked if
they had about an hour to go through my site in exchange for a free
lunch. I usually had no problem finding subjects.
Don't email just anyone unless your site is for the general public.
Ensure your test subjects reflect your target audience.
Setting up
It is best if you can go to the test subjects' environment, where they
are comfortable. This allows them to focus on the tasks and the
site. Prepare yourself to be objective. It takes a lot of emotional
and intellectual energy to listen and receive feedback that may be
negative.
Take some time to explain how usability testing is part of the design
and development process. Emphasize that they site is being tested --
not them, and not you. But do not explain the site or give them any
initial help. Explain that you are trying to understand how the site
could be improved.
Ask your test subjects to read the question out loud and to verbalize
their thoughts as they performs the tasks on your list. Encourage
them to say anything that comes into their mind during the process.
Ask them to tell you when they feel they have completed the task.
During the test
Don't help. The goal is for the test subjects to try to solve the
problems at each step on their own. The users won't have you sitting
with them to give helpful hints, so don't give any to your test
subjects.
Sit back, listen and observe. Take it all in, even the silence. Notice
the sounds, behaviors, and comments that may be relevant. Take notes
when you see the test subjects do something you don't understand or
head off in the wrong direction, especially if more than one does
so.
At the end of the test, ask follow-up questions to see if you can find
out what they did and didn't like and why. For instance you may ask:
"Why did you go to Press Room when looking for the stock quote?"
Demonstrate how to complete the tasks they couldn't do. You don't
want your test subjects thinking it was their fault if they become
lost when the fault is in the design. Be sure to tell them that you
will be improving the site based on their feedback.
Planning for change
Given the feedback, what parts of the site need to change? Some of
your fixes may be as easy as adding a contents or index section or
more descriptive labels. Other fixes may be more difficult because
they may force you to rethink your navigation.
Prototypes are also one of my passions. With carefully tested
prototypes and a little luck, your fixes will be minimal, and your
site will be a great success when it launches.
References
Instone, Keith, User Test Your Web Site, Web Review Usability Matters
column,
Webreview.com. |
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