Design

Paper Prototyping

Use paper and scissors for quick concept testing. Create moveable interface elements. Simulate interactions. Test usability before coding.

Duration
45 mins
Group Size
2-4
Category
Design
Difficulty
Easy
Test concepts rapidly. Identify usability issues early and cheaply. Iterate based on feedback. Communicate interaction design clearly.
Paper prototypes. Tangible artifacts. Foundation for testing.
Focus on function, not form—rough sketches are fine. The "computer" must react only as designed. Paper prototyping reveals navigation and information architecture problems quickly. Imperfection invites user critique. Best for interaction flows, not visual design. Test with team members or users. Keep it lo-fi for quick changes. Avoid making it too detailed.

  1. Interface Sketching (15 minutes): Sketch screen layouts. Draw UI elements. Create separate pieces for dynamic elements. Cut out moveable components. Prepare multiple screens for multi-step flows.

  2. Prepare Test Materials (5 minutes): Organize screens in sequence. Prepare "hand" props for interaction simulation. Create task scenarios. Brief team on roles (facilitator, computer, observer). Set up testing space.

  3. User Testing (20 minutes): User receives a task. The "computer" manipulates paper in response to actions. The user points to elements to "click" or "tap." The computer swaps screens and shows hover states. The observer takes notes on confusion, errors, and comments.

  4. Debrief & Iterate (5 minutes): Discuss what worked and what didn't. Identify usability issues. Modify the paper prototype quickly. Test again if time allows.

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For Facilitators

  • Review participant profiles and expectations
  • Prepare all materials and supplies
  • Test technology and room setup

For Participants

  • Complete pre-session survey
  • Review background materials
  • Prepare examples or case studies

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  • White paper or cardstock

  • Scissors

  • Tape or glue sticks

  • Markers in multiple colors

  • Pencils

  • Colored paper (optional)

  • Transparency sheets (optional)

  • Device frames (optional)

  • User task scenario cards (optional)

  • Sample interfaces (optional)

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