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.
Decide which scenario/sequence of your service you want to display and
test.
Identify scenes that plot the scenario from the start to the end.
Sketch on a piece of paper a series of illustrations that tells the story
of how a customer goes through and experiences the different touchpoints
of your service. You can also use photographs instead of sketches.
Try to include as many contextual details as possible so that the
situation you describe feels real.
You can visualise the scenarios in different ways - the most common one is
the comic-strip format with speech and thought bubbles, captions,
narration, etc.
Don't
Don’t worry about the looks of your sketch - it only serves to visualise
ideas and connect them.
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.
Key Steps Tutorial:
Ideating a UX Story
Prompting Adobe Firefly to Generate Images
Enter a description
To set a generated image as a style reference: Then continue to enter
‘modify description’ until appropriate
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.
Based on your Storyboard, revisit the aspired customer journey of your
offering.
Think through the functionalities you would like to get early feedback on
and how they might work in a user flow of different interactions.
Sketch the various screens that are vital to the feature you want to get
feedback on and fill in the level of detail (e.g., copywriting, icon,
etc.) to the degree that they matter for the feature - leave everything
out that is not relevant to understand the feature.
Create a frame where you can position your screens and walk through the
flows to double-check the logic.
Make the feature/functionality you want to test clear and ensure there is
enough context to understand it well.
Think through what an end-to-end interaction would look like that provides
value and prototypes enough to ensure the customer understands the value
you want to create for them.
Don't
Don’t worry about colours or similar brand-level elements; they will not
be paper for this prototype.
Don’t include unnecessary detail that has nothing to do with the function
you want to test - it might distract and overwhelm testers.
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:
How can you structure the page to make it easiest for the customer to find
content and reach his goal?
Which information should the customer see or focus on first?
Which buttons or interfaces are essential to fulfil the customer’s desired
action?
4. Add the necessary content without focusing too much on colours, branding,
and other aesthetics. Initially, you are creating a low-fidelity prototype.
Use simple, intuitive wording to instruct calls to action.
Follow usability conventions such as making the customer read or scroll
from top to bottom.
If you want to reach high fidelity, add more details to the wireframes to
make them look more realistic. You can also link them and make them
clickable for an authentic, interactive experience.
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.
Use simple, intuitive wording to instruct calls to action.
Follow usability conventions such as making the customer read or scroll
from top to bottom.
Try to combine different Desirability and Viability assumptions in your
prototypes to test combinations of those in action, which gives you more
realistic market feedback.
Don't
Please don’t make it too complex. Hundreds of screens of the prototype
will not help. Instead, focus on the key assumptions to validate.
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.
Build your 3D model, but remember to keep it simple. For example, use lego
bricks and label them to build the touchpoint within your journey.
Add figures which can be based on your Personas and represent staff or
your customers.
Clearly define the roles of each actor.
Act out the “walkthrough" actions to represent everyday situations by
moving the characters around the model and simulating the interactions
which might happen.
Run multiple iterations if necessary. Reflect and document what worked and
where the experience was interrupted.
Ensure an uninterrupted walkthrough so participants can see one idea
through without breaks. Even if you have comments in the middle or feel
that specific actions need improvement, take notes and discuss your points
at the end of the one walkthrough.
Document the walkthrough by taking notes or photos.
Don't
Don’t simply move the figures along the model; act out all dialogues and
interactions between the actors, devices, etc.
Don’t teleport - instead, make sure you don’t skip steps and can always
track how a person got to a certain point.
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.
Think about a scenario you want to test. For example, you might build up
on a previous Storyboard or prototype session and use this as your
starting point.
Understand which roles can be covered by your project team and which roles
are reserved for the customers.
Write a script for the sequence. What does each actor say and do? Do you
need a narrator to fill in jumps between scenes or two touchpoints?
Invite customers and act out the situation together with them.
It is best to have a safe environment where participants can freely play
and share their feedback.
Consider having a “director” to orchestrate the Roleplay.
Try to simulate the customer experience as realistically as possible - act
out dialogues, and take adequate time for every step as the actual
customer would.
The Service Roleplay could simulate customer support, client service, or
customers experiencing the service in a physical space such as a car, a
restaurant, etc.
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.
Create an outline and a script for the Video Prototype. What will be
shown, and which tasks will be done? Who will do what, when, and how? Do
some parts need a narrator to set the stage? You can use your Storyboard
as guidance.
Decide on and gather everything you need to shoot the video (location,
camera, actors, materials, etc.).
Film your service journey as a whole or in sequences.
Create explanatory graphics and special effects such as on-screen text
narratives or transitions if needed.
Edit the story parts to create one coherent video showing the service
journey.
If you are using audio, ensure the quality is good enough and the actors
speak clearly and loudly.
Make the video self-explanatory: if seeing the tasks performed by actors
is not enough, let them speak or add explanatory text fields or special
effects so the video transmits your service.
Show the entire customer journey from the motivation before using the
service through using it and successfully reaching the desired outcome in
the end.
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.
Review the Desirability and Viability assumption(s) you should test with a
landing page and discuss how to best bring those out in the structure and
messaging of a website.
Use a website creation tool (e.g., Webflow) to create the landing page,
focusing on clear, concise messaging and CTAs.
Test the landing page with some people not involved in the project to
ensure the messaging is clear and people understand what you are trying to
offer.
Purchase a domain (typically also through the website builder) and publish
the site online. Ensure you have analytics running on the page that tell
you at least the bounce rates, click-through rates, CTA clicks, and other
essential variables.
Drive traffic to it through SEO, search ads, or by promoting it in groups
or forums.
Please focus on the value proposition of the offering and message very
clearly to ensure customers visiting the site know what you are trying to
do for them.
Keep CTAs simple, such as email sign-ups or inquiry forms. Nothing too
complex that might scare customers off.
Make it feel like a real service, not an experiment.
Don't
Keep the page concise - don’t make customers scroll through too much
content, or they might get bored and leave.
If you have multiple ideas for the value proposition of a concept, don’t
try to cram them all into one page. Instead, there might be value in
creating various landing pages to test them separately and compare their
appeal.
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.
Review the Value Proposition Canvas of the concept you are trying to test
and the key assumptions you are trying to test.
Create a document in the frame of mind of trying to sell the product or
service to a customer, which explains the benefits of the offering to the
customer.
Iterate within the team and get some uninvolved outsiders to read the
document and listen to the pitch to ensure the clarity of the language and
pitch.
Use the document to share with potential customers or pitch to customers
of the right target audience and get feedback from them.
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.
Select a customer group that you want to survey. Then, decide which areas
you want to learn about. Your Survey questions should serve to understand
the customers' background and answer your research questions.
Use the following types to formulate your questions:
Categorial: Yes/No, Checkbox, Multiple choice questions, etc.
(Example: Which tasks are part of your daily routine? - Spot checks/
Approval/ Client services)
Filtering: Basis questions to filter the audience for follow-up
questions. (Example: What do you like better? Office or on-site work?)
Ranking: Participants rank a set of answer options based on criteria
(Example: Rank these three attributes based on importance to you:
Salary/ Work hours/ Cognitive challenge). You can also ask
participants to rank a statement on a scale of 1-10 (Example: How
likely are you to recommend this service?).
Create your survey in a digital tool and send it via link or e-mail. Give
respondents a few days to answer.
Use analytical tools, e.g., tables, bar diagrams, or pie charts, to
graphically understand and summarise the results.
Create one survey, but send it out separately to each customer group.
Collecting results from each customer group separately allows you to
generalise the findings per customer group and compare answers between
groups.
Use your Survey results to complement your other research findings. The
collected data should be a quantitative addition to the insights from
other research tools.
Don't
Don’t overdraw conclusions from your survey; use it to support your other
research findings. You can only precisely conclude what you have asked in
your questions, but you cannot infer or interpret anything from the
answers that are not explicitly stated.
Don’t create a survey that would take longer than 10-15 minutes to
complete. People’s attention spans are short, and they might give
unthought answers.
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
Low-fidelity prototypes might be most useful to get internal feedback or
to be tested by customers familiar with the service process and the
project's purpose. In addition, they are less likely to misjudge the
prototype because of the need for more design.
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
High-fidelity prototypes could be appropriate for external customer
testing or for customers who need to become more familiar with the service
to avoid confusion related to design.
You can choose a combination of low- and high-fidelity prototypes as well.
Mid-fidelity prototypes are more detailed and realistic than the absolute
basics but are less complex than high-fidelity prototypes.
¶ Example for Fidelity Levels of a Screen Prototype