A Storyboard is a series of drawings or visualisations that visualise a particular hypothetical sequence of events within your new product or service offering.
Storyboards are a quick and straightforward way to visualise your idea and can be used in prototyping to capture the experiences and feelings of people when testing a new concept. In addition, storyboards can provoke meaningful discussions and uncover potential problems or opportunities.
On the other hand, the project team is forced to put full attention on the customer’s perspective and, therefore, can uncover valuable details for the service.
Storyboards are generally used after ideation and when you want to see how customers experience your design. Then, in the prototyping stage, you can start with a storyboard and develop a more high-fidelity prototype based on it.
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Adobe Firefly redefines user story creation by swiftly generating high-quality images based on detailed prompts, allowing designers to visualize narratives with specific artistic styles or moods. Its features ensure consistency across visuals and offer control over photo parameters for lifelike images, enhancing storytelling. For our production, we can quickly generate photos for us after we have established the story which can speed up our work speed.
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UX and AI: Visualizing a UX story with Adobe Firefly
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Paper prototyping is a quick and cheap way of gaining insights without the need for costly time or resource investment. It simulates the function but not the aesthetic of a proposed design.
Paper prototyping can be used to quickly validate the functions of a design at a low cost. It does not have to validate aesthetics, and it focuses on functionalities. Test results of the paper concept can be revised and improved to develop further.
In the initial stages of concept creation, if you want to validate, e.g., the desirability of a specific function.
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Wireframes are simplified outlines of all the different elements of a digital product or service. For example, one would typically create a series of Wireframes that map out a whole flow to help testers understand the logic and elements of interaction.
Wireframes are used to get feedback on the layout, interface, navigation, and functionality to validate an initial (screen) design and layout idea. They can also be used to validate the desirability and feasibility of features when used in the right way with testers and experts
Once a rough draft of a digital service idea has been developed, and before moving to details, Wireframes are a great in-between checkpoint to get feedback and iterate.
1. Based on your Storyboard, revisit the aspired customer journey of your service.
2. Draw wireframes (“screen skeletons”) to represent what the screen looks like at every step of the service.
3. Fill in each wireframe by considering the following questions:
4. Add the necessary content without focusing too much on colours, branding, and other aesthetics. Initially, you are creating a low-fidelity prototype.
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A Screen Prototype visually demonstrates a customer's interactions when going through a digital service. It consists of a sequence of designed screens, which are layouts of digital interfaces. The screens focus on each touchpoint's general form, content, and functionalities rather than on granular design details.
The Screen Prototype conceptually structures your service, puts together the pieces of each touchpoint, and displays the content presented to the customer in each step. By giving a general idea of what the customer interface will look like, a Screen Prototype helps to imagine the customer’s interactions during the service.
Use this prototype if your end product or service will be digital. For example, this prototype is most appropriate if your customers interact with a digital interface.
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For a Desktop Walkthrough, you build a small-scale 3D model of your service, which can be made from simple tools like Lego figures or Playmobil. Then, you act out a service by moving the figures through the model.
Desktop Walkthroughs allow you to quickly bring a particular situation of your service journey to life and generate high engagement. You can also quickly iterate on the service by adding details or removing them.
You can use a Desktop Walkthrough as a standalone prototype to quickly bring your idea to life without wasting time or resources. Use it to get a playful perspective on your product or service.
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Service Roleplay is the physical acting out of specific scenarios and prototypes. It can involve staff members and customers to simulate the service experience.
Service Roleplay brings a service to life and gives room for emotions. It allows focusing on body language to gather more subtle information as people are giving feedback and living the service experience.
Members of the project team can also empathise more with the service experience as they have to take the perspective of certain Personas when designing the Service Roleplay.
Use the Service Roleplay when your prototype is a service. For example, to simulate the steps the customer would take in the service, it is appropriate to act it out.
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A video prototype shows how your offering will be used or look. It visually presents the service concept by narrating the service journey and displaying persons who act out the service in front of the camera.
A Video Prototype makes complex offerings easy to grasp and is a simple way to communicate how the new service addresses the customer's pain points. It brings your idea to life and connects the touchpoints into one service experience from the beginning to the end. Furthermore, it’s a portable explanation of your design idea and can be looked at by anyone on your team anytime.
You can use a video prototype to explain a product or service in a few minutes. For example, it is helpful when your design team wants to test or communicate a promising idea that is complicated or time-consuming to prototype.
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Landing Pages are an experiment tool in which the team creates a website that goes live on the internet, typically with a website builder, which mainly consists of the main page that focuses on messaging around the product or service on offer. By putting it live on the internet and driving traffic to it, the team can observe how customers that find the website behaves - e.g., whether they read, whether they follow a call-to-action (like sign-up), etc. by looking at the analytics of the page.
Landing page tests are a form of unobserved tests where customers come across and interact with an experiment on their own time and without an observer. This can yield more authentic reactions. Further, seeing how people interact with the messaging and CTA on their own time gives a clue into what they value and whether they find a proposition interesting.
Landing page experiments are great for evaluating the Desirability and partial also Viability of a new offering on the value proposition level, as they focus on messaging.
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Sales Decks highlight the value proposition of an offering by walking the potential customer through the pains they are addressing and the gains they are creating. This can take the form of small brochures or longer PDF sales pitches, depending on the concept and audience.
In the real world, once launched, the offering will need to be sold to customers. Sales decks are a fast and straightforward way of testing whether a pitch resonates by spelling it out and pitching potential customers. Based on their reaction, you will understand whether they are interested or not or which aspects interest them the most.
Sales decks are compelling for more complex B2B products, where often the buyers and influencers for a decision differ from the actual users. So pitching different parts of the decision-making cycle with other messages, you will see where work is left to strengthen the concept.
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A Survey is a predetermined set of questions sent out to research participants in a (typically virtual) document or form. Questions are standardised and often include Yes/ No or quantifiable questions.
By asking multiple people the same questions, you can generalise the insights collected and quickly gather information about your sample customer group, their opinions, and trends. In addition, surveys do not have to be executed in person and can be analysed using digital tools. Therefore, they help add some quantitative data to your insights without the significant time commitment.
Use surveys if you are seeking reliable, factual (as the customer said) data in a reasonably quick time and affordable budget. More so, use surveys when you draw relationships among questions, customer types, or categories also if you are seeking quantitative data to have a statistical basis for inferences. On the other hand, do not use surveys if you desire a deeper understanding of a situation or future scenario.
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Remember that prototypes do not aim to be perfect - they are representations or samples of what your service can eventually look like. Keep this purpose in mind to avoid getting lost during the quest for perfection.
Build instead of overthinking.
Start working on your prototype as soon as you prioritise your ideas, even if there are some uncertainties. Building a prototype will help you concretely clarify these uncertainties and inspire you to improve the concept further. Have multiple iterations rather than trying to get it all right on the first try. Furthermore, your resources will likely be limited, so find workarounds and simple methods to build your prototype and imitate a real scenario.
Keep an eye on the time.
While you should invest enough time to think your ideas through properly, do not waste time trying to make every prototype detail perfect. This is optional for customer testing, and you risk getting too emotionally attached to the idea by spending too much time developing your prototype. Although you should be excited about it, you still have to be able to judge it objectively and might have to let go of it entirely if customer testing reveals that customers dislike it.
Put the customer at the centre.
Remember that you are creating your concept to delight your customer. Always remember whom you are developing the prototype for, and keep sight of your overall objective.
When developing your prototypes, you must choose the level of detail you want to realise. Fidelity refers to how much the prototype resembles the final product or service. Your prototype can range from low-fidelity with the most basic attributes to high-fidelity, which nearly conveys the complete look and feel of the final product. The levels of fidelity can vary in terms of visual design, content, and interactivity of the prototype.
Low-Fidelity Prototype
+ Quick and low-budget as the design is very basic
+ Easy to change, short iteration cycles
− The sketchy layout is far from what the actual design will eventually look like, so customers might need to be more objective in judging the current layout. This could reduce the validity of your customer test results.
− Low-fidelity prototypes do not simulate the actual customer experience because of limited interactivity.
Things to consider for Low-Fidelity Prototype
High-Fidelity Prototype
+ High-fidelity prototypes are closest to the final version of a product or service. As a result, customer testing will be more realistic, and results will reflect the customer experience.
+ Stakeholders will be convinced of the solution more efficiently as it looks finished and professional.
The development takes much longer.
− Making changes is more complex and time-consuming.
− Customers might pay more attention to superficial attributes, such as the design in customer tests, than the content.
Things to consider for High-Fidelity Prototype