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Walking Wireframes, Methods for

Exploring the Mobile User Experience

Michael Jefferson Abstract


Principal Designer Mobile user experience research requires the
frog design development of new methods and tools in order to add
325 Hudson Street, 7th floor context to the user experience. In developing desktop
New York, NY 10012 USA and web-based applications, designers have had the
Michael.jefferson@frogdesign.com great fortune of user perspective just by being seated
at a computer. Processing power has migrated to
handheld devices, however we find ourselves relying on
tools and methods that are anchored to the computer
at our desk. From research to user testing, the frog
design team has worked to re-shape and re-think our
tools and methods to align with the mobile user
experience.

Keywords
Mobile UI, Prototyping, Mobile Research, Mobile
Usability

ACM Classification Keywords


H5.2. User Interfaces: Prototyping

Introduction
As a principal designer with frog New York, my role is
Copyright is held by the author/owner(s). to bridge new and emerging technologies with user
CHI 2009, April 4 – April 9, 2009, Boston, MA, USA needs and expectations. My approach is through user
ACM 978-1-60558-247-4/08/04. centered design research, sketching [1] and
prototyping.
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In the transition from research to design, I encounter a


breakdown or inadequacy in tools. Drawing and
prototyping tools like Flash, OmniGraffle and InDesign
offer great speed and flexibility, however, mobile
experiences require that we re-think how and when we
use them. Devices have broken away from the anchor
of the PC [1], so designers must do the same.

I will describe briefly five methods that have been


employed and continue to evolve.

 The Small Screen


 Paper Prototyping
fig 2. Clay Wiedemann’s small screen
 Walking Wireframes
 Video Simulation Paper Prototyping
 Multi-casting Adding a small screen is one step towards better tools
but the real focus should be on finding the method that
will provide good data with the least amount of effort
The Small Screen [3]. What Rechis, Weidemann and others are doing
With mobile user experience, you don’t really know successfully in paper is identifying what problems there
what you are looking at until you view it on a small are to solve and getting ideas to users as soon as
screen in your hand. What has been missing for me is possible [3]. A recent client engagement involved
a simple and efficient way to mirror the design on my voice control and a multi-modal user interface. Even a
workstation monitor with a mobile device screen. simple concept would take extensive resources and
time to create a functioning prototype. With paper and
While there is no off the shelf answer for a small digital the block phone, I was able to run through several
monitor, a fast simple method is to simply draw on iterations, even making edits on the fly.
paper. My colleague, Clay Wiedemann has used a
cardboard phone and roll of register receipt paper to The challenge when working with paper is the linear
quickly get the feel for a layout or idea. Leland Rechis progression of screens. What if the participant tries to
of Google described a similar technique in a Usability go somewhere out of sequence? To address this, I
Professionals Association presentation on Creating Apps developed a deck of edge case screen state cards that I
for Mobile Devices [2]. I am still looking for the perfect could deal to participants showing what would be on
digital solution. screen.
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consider these variables. The experience changes both


across devices and across environments. Carlos Gomez,
a colleague at frog, developed a quick and efficient
method for getting wireframes calibrated correctly for
device display and then serving those calibrated
wireframes from the PC or Mac to a device for viewing.

fig 3. Wood block phone with paper screen sequence

fig 5. Calibrating a devices display modes

Calibrating involves capturing screen shots from the


device to understand the implication of native menus,
button size and readability. Once a template has been
created, simple line renderings of screens, wireframes,
fig 4. Individual edge case screen state cards are produced to scale and exported as clickable HTML
files and served from a host computer over a wireless
network connection.
Walking Wireframes
Mobile device application development requires greater
attention to form factor and software constraints. With
desktop applications, we do not need to step back to
think about the shape of the monitor or where you sit
to view the monitor. With mobile devices we have to
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score sample sounds for review. The video also


provided early insight on the following:

 Required level of attention


 Environmental conflict and distraction
 True timing for completing a task
 An understanding of what both what it felt like as a
user and as an observer of a user.

fig 6. Wireframe displayed in device browser

You can take these wireframes for a walk and begin to


experience a layout in context. Early insights, similar
to the ones gained using paper are low resource, high
return methods for shaping the interaction model early
in the design process.

Video Simulation
With mobile user experiences, what is happening
around you has a direct effect on how you interact with
information. Recent collaborative work with Ben Rubin fig 7. Subtitled video used in sound design
of Ear Studio and sound designer David Lawrence of
Muse Garden Recording resulted in a new tool for
understanding the environmental demands on an Multi-casting
application. We were in the early concept phase of an Mobile experiences are personal, and require new
application that would use earcons or sound cues to methods for conducting usability tests. The screens are
assist the user in hands-free operation. With visual small, physical relationship is close and it is difficult for
design in the early sketching stage, we opted to record anyone but the participant to be able to see the
on video a simulation of a user interacting with the experience. A promising solution to the issue is to
proposed application. This simulation was then used to multi-cast the user experience from one device to
many.
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A recent application required the design of a Wizard-of- Conclusion


Oz environment where a human operator in another The five methods described are simple steps towards
room would determine what screen states or responses addressing a great challenge. By re-thinking some of
a participant would see on their phone. An artifact of the tools and processes that have been developed for
the design was the client server architecture that the desktop environment, we can begin to improve the
allowed multiple phones to see what was on screen. A mobile user experience.
MacBook with a wireless signal allowed several phones
to log in to a URL for a mirror display of what the user
Example citations
was experiencing. Stakeholders observing test sessions [1] Buxton, B. Sketching User Experiences.
could hold a phone in hand and view the live screen
Mogan Kaufmann, San Francisco, CA, USA, 2007
states as they happened. The portability of this system
opens opportunities to conduct testing in more realistic [2] User Experience at Google NYC: Creating Apps for
Mobile Devices
environments, such as a café, a train, or on the street.
http://www.nycupa.org/pastevent_07_0410.html.
[3] C, Snyder, Paper Prototyping: The Fast and Easy
Way to Design and Refine User Interfaces.
http://www.paperprototyping.com/

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