User prototypes and prototyping - How to create high- and low fidelity User Prototypes | Thibault Dubois | Skillshare

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User prototypes and prototyping - How to create high- and low fidelity User Prototypes

teacher avatar Thibault Dubois, Manager in business consulting

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Welcome to the class!

      2:50

    • 2.

      Introduction to user prototypes

      3:19

    • 3.

      The building blocks

      6:24

    • 4.

      The characteristics

      5:56

    • 5.

      Pros and cons of fidelity levels

      3:56

    • 6.

      Bonus lecture! How to conduct prototyping?

      8:18

    • 7.

      Case in point

      7:45

    • 8.

      Key takeaways

      1:15

    • 9.

      Share your thoughts

      0:22

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About This Class

Take the user experience of your offering to the next level with service prototypes.

In today’s day and age, everything revolves around the user. A solid user experience almost guarantees companies to become successful in a sustainable manner. But how can companies ensure a good enough user experience? This is where service design comes in. Service design is a mindset, a process and a toolbox that will hack our brains into delivering high-value user experiences. 

Prototypes are a very powerful tool within service design. They help service designers to explore, evaluate, and communicate service ideas in a quick, low risk and cheap way.

This course is an introduction to service design prototypes and doesn't require any prior knowledge.

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What will you learn?

  • Understand the benefits of service design prototypes;

  • Know what the building blocks are of a service design prototype;

  • Know characteristics of a service design prototype;
  • Know the pros and cons of high- and low fidelity levels; 

  • Receive insights into a real-world use case.

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Who is this course for?

  • Recent graduates looking to start a position as a service designer, a business analyst, business consultant, product manager, product owner or even a UX designer.

  • Junior service designers wanting to strengthen their knowledge.

  • Senior service designers looking to brush up their skills.

  • All professionals who are actively doing service design in their field of expertise and wanting to formalize their way of working.

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What else can I offer you?

You will have access to:

  • The slides of the course which you can use at your own convenience

  • A fun assignments to make things more tangible

  • Handouts and templates to help you in your day-to-day service design activities

  • Access to an industry expert. In case you have questions feel free to contact me and I will do my absolute best to guide you.

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Check out my other courses:

Service design series: 

  • Service design: fundamentals & patterns (click here for more information)

  • Service design: personas (click here for more information)
  • Service design: prototypes (you are here)

  • Service design: customer journey maps (click here for more information)

  • Service design: service blueprints (click here for more information)

Business analysis series:

  • Business analyst: the compact requirement elicitation guide. Want to know more about how to elicit requirements? Then I suggest that you definitely take a look at the course by clicking here!

Business consulting series:

  • Business consulting: the core skills and how to land the job. Want to know more about what skills business consultants use to guide companies in their digital transformation? Then I suggest that you definitely take a look at the course by clicking here!

Continuous improvements

The course is being upgraded on an incremental and iterative basis. Just like product increments in agile... ;)

Meet Your Teacher

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Thibault Dubois

Manager in business consulting

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Transcripts

1. Welcome to the class!: Hi, and welcome to the course on service design prototypes. My name is Thibault Dubois and I'll be your instructor throughout the remainder of the course. Now, before you commit, you might want to know what my credentials are, which is totally understandable. I am a manager in one of the largest consulting companies in the world. I'm active as a consultant in business analysis and service design. I have been applying service design in many high profile projects, especially in the financial sector. I helped major banks in designing and implementing complete new offerings for the customers using a service design mindset and service design techniques, which I would love to share with you during this course. In terms of Academical record, I hold to master decrease, one in financial economics and another one in general, business management. On top of that, I also holds certifications related to service design such as design thinking. This is story mapping, agile scrimp, and data analytics. So with this side of the way, you might want to know what's in it for you. After you have completed this course, you will acquire everything there is to know about service design prototypes. Prototypes are a very powerful tool within service design. They help us to explore, evaluate, and communicate service ideas in a quick, low risk and cheap way. During this course, we will go over the service design prototypes benefits there building blocks. There characteristics, the pros and cons of high and low fidelity levels. And we'll finish it all with a real-world use case. You also have access to the handouts and templates and my expertise in case you have questions about the course. Please note that this course is part of a larger series. We also cover other courses on service design, where we tackled topics like service design fundamentals and patterns, personas, customer journey maps, service design, blueprints, etc. should definitely check those out as well. If you'd like to content of this course, the link should be in its description. Normally. Who is this course for? It's basically for anybody looking to start a position as a service designer, a business analyst, business consultant, product manager, product owner, or even a UX designer. Experienced professionals are looking to strengthen their knowledge. You should not go anywhere because you're welcome to. But that's enough from me. Now it's your turn to, if you feel that this course is something for you, then please hop on board. And if not, maybe next time. In any case, I wish you a wonderful and educational and I hope to see you soon. Bye 2. Introduction to user prototypes: Hi, and welcome to this section on service design prototypes. Let me first explain what a service design prototype is and why it's handy to have them. Service design prototypes create a first or early form of the cervix experience. They aim to stage and experience all process regarding a certain part of the customer experience. Prototypes come in many shapes and forms. You can have a storytelling session, a quick step-by-step walk-through, a complex simulation with multiple stakeholders or a more in-depth theat, theatrical rehearsal session. I personally am more at home with prototypes of digital artifacts, such as mock-ups, wire-frames, click models, proof-of-concept, or even pilots. You also have to know that prototypes often have different levels of fidelity. By fidelity, I'm referring to how closely the prototype approximates the real end solution boost likely at the beginning of the project, the surface assigned team will start with a low fidelity prototype just to test out their ideas and concepts. And as more or less known about the customer experience, the level of fidelity will increase and you will end up with something that closely resembles the final product. These are so-called high fidelity prototypes. In this section, we will go in more detail on the following topics. Understand why there is a need for prototypes. Recognize the building blocks of a digital prototype. Know what characteristics to consider when building a prototype. Knowing the pros and cons between low and high fidelity prototypes. And get some insights into a practical use case from my professional experience and also to build your own prototype and the context of a project. Now, why do we need to have prototypes in the first place? I have listed a few reasons here. Prototypes aim to study how customers or other stakeholders to and experience things and how they behave in New service situations. Specifically, they address how things should be done differently and experienced differently in the future. Prototypes, how the design team to explore, evaluate, and communicate service ideas during different activities within the service design process. By engaging with prototypes to design team can quickly identify important aspects of a new concept and then explore different alternative solutions and evaluate which ones might work in reality. Additionally, prototypes can be used as a communication tool to enhance collaboration and to present or persuade or inspire other stakeholders within the organization. Prototypes are also a way to capture business and user requirements and are just quite handy for business analysts. And finally, prototypes are also used as input for an elicitation technique called prototyping. Prototyping is a user base experimental process where design teams implement IDEs into tangible forms of varying degrees of fidelity called prototypes. And that's the introduction on prototypes. In the next lecture, we will go over the building blocks. Live to see you there. Bye 3. The building blocks: Hi, and welcome to this lecture on building blocks of digital prototypes. Like I said before, I'm more at home with prototypes of digital artifacts compared to actual physical prototypes. This is because of my professional experience, experience, which is mainly focused on digital transformation in the financial sector, you will most likely encounter prototypes of digital artifacts in software or web development. Prototypes can have many forms such as scribbles of an interface to fully fledged wireframes of the final screens. It really depends on what you want to test. You might also be happy to learn that creating digital artifact prototypes is no longer limited to people with technical expertise. Prototyping software has evolved over the past few years to allow anybody with adult training to use prototyping tools and create low and high fidelity prototypes. Sketch Adobe, Figma, envisioned studio might be some names that you might have heard of now onto the building blocks. The first one is the display area of the prototype. This represents the display of the future device, like the screen of a smartwatch, smartphone, a tablet, a computer or other device. In our case, I'm using a smartphone as a display. Next, there is the screen. This is the Canvas where contents and interactive elements are placed. Multiple screens are created and linked together using interaction elements like hotspots or buttons. When clicked or tabbed, the display simply switches to another screen. In more elaborate prototypes, screens can also contain layers to model more complex behaviors. In our case, the screen is the full white background within the display. Moving on now to the interaction elements. These are placed onto a screen. Come now elements include visible navigational or interactive elements like buttons, links, sliders, input fields, and so on. Interactive prototypes of touch interfaces might also involve gestures, invisible hotspots, or other ways of interaction. I have included a next button and the back button as a typical interaction elements which you will encounter in many flows. And the roadblock is the content elements. Content elements are placed onto the display area. They allow the subject matter content to be filled in, usually true traditional texts elements like headings, sub-headings, textboxes, images, audio, or video. Content elements also include labels used for interaction elements like defining the language on buttons or other navigational elements. Using actual data copy diagrams, visualizations, or food material can make a huge difference, as opposed to just using a sample content and should be tested as early as possible. And additional building block is the structure and flow of the prototype. This building block covers how the screens or different elements of an interface are linked together. It allows us to figure out the flow of single features or the overall user experience. This includes the discussion of the underlying information architecture and Data Model. As inflexible data models are information architecture can create barriers for the future vision of a digital product. I will show you an example in the case in point section. It's all become more clear there. Up next, we have the function of a prototype. This part defines what it can do or what's selected audience can do with the prototype. It is closely tied to the interactive and content elements. The available functions in a prototype might be real, simulated, or faked. In proof of principle prototypes only key functional aspects are prototypes, while a working prototype already tries to capture most of the functionality of the final artefact or software. Functional prototypes are built to assess feasibility and experience experiential aspects and help to evaluate guesstimate necessary effort. In the example that you can see on the slide, the video function is disabled in a prototype, but the common section isn't. In some clickable prototypes such as envision, you can just click somewhere to see what parts of the prototype or functional and which aren't there then highlighted with a light blue color. Of course, we can't forget about to look and feel. This part is important as it adds aesthetics and experience to the visible or perceptible elements and transitions are of the system. Does Tetris on overall style, the layout, a key graphics, key imagery, color schemes and patterns, as well as wider aspects like balanced proportion or emphasis of the individual elements, or timing and responsiveness. Early look and feel prototypes might be very similar to mood boards when trying to capture a direction with the perspective slides, playfulness, gravity, lightness, or emotions. I haven't added any graphical elements in this prototype as it's not necessarily needed at early stage of Prototyping. In addition, I'm not a UI designer, so nothing good would come out of me trying to create something graphically appealing. The last building block is media. Prototypes of digital artifacts. And software can be created in different media. Early prototypes often use pen and paper. They're easy to work with and do not require specialized knowledge. More evolved prototypes use specialized digital prototyping tools like page-based or layer based prototyping environments. Alternatively, the one code can be used to assess design questions in different environments or stacks. From exploring different toolchains early in the process, to running experiments on feasibility in the actual development and test environments, or even in the production of the systems. Here are some of the on the site you can see some of the tools that also mentioned earlier that sits regarding the building blocks. In the next lecture, we will cover four important prototype characteristics to take into account when creating them. Hope to see you there. Bye 4. The characteristics: Hi and welcome back. As explained in previous lecture, I would like to share with you for characteristics to take into account when creating your own prototype. You can define the characteristics of your prototype by asking yourself the following questions. First, what's the purpose of the prototype? Then, who will use the prototypes and in what context, who is the origins? Then? What methods will you use to create a prototype? And finally, what is the level of detail that's required? What fidelity level do you need? Prototype. Let's start with the first characteristic, the purpose of the prototype. Here we need to ask ourselves, what do we want to learn using it? A tip that I can give you here is to first write down all the assumptions that you took when defining the expected experience. And then to create a testable hypothesis which can be validated using a prototype in a controlled environment. Here's an example of how you can write a purpose for your prototype. First, you need to define the hypothesis. An example could be, can customers easily find the entry points or feature X in a banking app? Next, you have to define how you will measure that hypothesis. A qualitative user test with card sorting of different entry points could do the trick and measuring customer's preference. And finally, we need to figure out how we will build it. An example can be a high fidelity wireframe for the specific feature that you want to test. Note that you don't always need a prototype to test an assumption. An example of an hypothesis that doesn't require any prototype to be tested goes as follows. A other people interested in a solution that drives up their matches on Tinder. We measure, we could measure this with the number of sign-ups for a newsletter. And we can build it using a landing page, but with a subscription letter and some Google ads. So no need to have any prototype to test out that hypothesis. Moving on now to the next characteristic which was about the audience and the context of the prototype. It's a conscious choice when and where prototypes are used or run and who is also experiencing them to get feedback. For example, do you want to simulate a prototype in your actual environment with real customers at a peak period, for instance, what do you prefer to run a prototype in a safer environment with internal colleagues, the results might be quite different. In software development, people talk about the production environment versus the QA environments. Qa stands for Quality Assurance. The first one is the environment with the actual customers, and the latter is the environment that mimics the production environments. It's okay to try and break things in the QA because it won't impact actual customers, but you don't want anything to break into production environment. So this will also impact the type of hypotheses that you want to test out. Then there is a question of the audience which is also closely connected to the fidelity. For example, low levels of fidelity will often require an audience that is accustomed to reading conceptual prototypes that are not focusing on every little detail. Also, even though early prototypes are often created and used in designs to do I, contextual prototypes that are run at home with customers on the work floor or on the go, should be considered as early as possible. The more closely that the prototype is run into realistic environments, the more relevant the feedback will be. Moving on now to the method characteristic. Prototypes can be created with many different methods or techniques. Well-known methods include paper prototyping, cardboard prototyping, or theoretical techniques. Prototyping methods replace actual implementation techniques during the design task to allow us to create faster and cheaper and to maximize your learning. Or simply because we might not know yet how to implement it all. The precise form and shape of a prototype also depends on what you actually need to test. All these methods come down to the same, which is to ensure that we built the right thing in the right way. And finally, we have the fidelity level. After prototype. You have to know that prototypes come in many different forms. Stage subsidy refinements and levels of detailed. Depending on the purpose and prototyping questions, prototypes might be more rough or polished. We call this, as I said before, the level of fidelity. Examples of lower fidelity prototypes include desktop wild, choose to explore essential steps in a customer journey. Cardboard prototypes to get a first idea about the shape of a future product or sketches on paper to visualize the early stages of a digital user interface. Examples of higher-fidelity prototypes could include contextual simulations, are pilots to test technical feasibility aspects. You can also consider 3D prints or immersive digital 3D models to evaluate a detailed look and feel. Or you could also even consider the actual code, which is already Closing the Gap towards the final implementation. That's it for the prototype characteristics. In the next section, we will dive a little deeper into pros and cons of the low and high fidelity prototypes. I hope to see you there. Bye 5. Pros and cons of fidelity levels: Hi and welcome back. In this lecture, I would like to go into a bit more detail around the pros and cons of low and high fidelity prototypes. Let's start with the high-fidelity prototypes that very closely resembled the final solution. What are the pros? It presents a complete functionality to the customer. There isn't much room for image for interpretation. Then these type of prototypes are often highly interactive. This is especially the case with clickthrough models. Prototypes are built with the user in mind. Users should have an easy time to use a prototype is something is wrong or unclear. It's not the users folds. Rather, it means that to prototype still need some more work. These types of Prototypes also already present a fleshed-out information architecture. So the findability of new features can also be assessed. It's also a very rich source of requirements. You can use high fidelity prototypes to list all the requirements that you see an enrich it if you see any type of cap. It can also be used as input for commercial campaigns and other marketing efforts. These type of Prototypes easily lend themselves to usability testing. It also provides a very good picture of the solution which makes it easy to use in discussions with all kinds of stakeholders, such as business, legal developers, etcetera. It's also easy to identify areas of improvement. They can be used in user tests where you can already collect feedback early on the solution. This will also highlights less obvious areas of improvements like unforeseen user behavior, user disability issues, etc. and last but not least, it allows for rapid trial and error at a very low cost. Moving on now to the cons of high fidelity prototypes, there are often costly your and take more time to make compared to their lower fidelity prototypes. You might receive feedback during user tests on superficial details rather than on the inherent aspects of the solution. You also need to have some skills and prototyping software to create them. Stakeholders and developers might confuse prototypes with the final solution and start to form. There are some assumptions based on that. And sometimes there's a mismatched attachment to the prototype which could interfere with making changes. People start to believe in the dream. Let's now go over the pros of low fidelity prototypes. It can be done at almost no cost. There is no need for any special skill for in prototyping software. You can get feedback from users very quickly. It's best fitted to test concepts and ideas. It allows for very rapid trial and error and it helps to structure discussions with users and stakeholders. And to conclude, let's now move to the low fidelity cons. There's a limited check on possible errors. Error flows like unhappy flows. It's not easy to start coding to. You can't just give it to developers as too much information is lacking for them. These prototypes are often open to interpretation and generate irrelevant discussions. Another good input for generating user requirements as well, due to the leg of detail, it's not possible to do any type of usability testing as the graphical side of the prototype is not sufficiently developed and it's too far removed from the final product. And the lack of realism could tamper with the elicitation results as you might not get. User feedback. Follow. I hope you now have a good view on what the strengths and weaknesses are for each fidelity level is. The next section, I will walk you through a low fidelity prototype that I made for the client. It was about creating a signature pattern for all types of sales flows. But more on that then. See you there. Bye 6. Bonus lecture! How to conduct prototyping? : Hi and welcome back. In this lecture we'll be covering an experimental elicitation technique called prototyping. What exactly is Prototyping? To begin with? Prototyping is a user-based experimental process where design teams implement IDEs into tangible forms of varying degrees of fidelity called prototypes. Now, what's that based? Let's go to the different parts of this definition. The first characteristic that we encounter is user-based prototyping isn't elicitation technique where the user is central. Prototypes are updated, adapted, transformed based on what users experience and say when using the prototype. The next characteristic that we encounter is experimental process. This points towards the fact that Prototyping is not a one-shot exercise. You do prototyping on an incremental and iterative basis until you have a prototype that perfectly matches what's your customers or users want. Prototyping is inherently a process of trial and error. The very course that you are following now has been following an experiential process. It is being updated constantly based on the feedback that I receive from you, the users. So please don't forget to leave a review. Furthermore, I would like to highlight the design teams characteristic. This can be a little misleading as you might think that only user experience designers are doing prototyping. That is of course not true. Everybody who is creating a new product or service can be considered to be a designer. That's can be an architect, a product manager, a data analyst and operational engineer, a business analysts, etcetera, etcetera. Then we have implement IDEs into tangible forms. This now is the essence of Prototyping. You want to create a proxy of the product or service so that you can test it with users. Many great products have been created that way. Dropbox is a good example. In the beginning, they were testing the concept of Dropbox, true a janitor type of prototype. This means that the users who are testing out the functionalities of the product when it was actually a human behind the scenes that execute it tasks. So users were giving feedback on Dropbox functionalities and not a single line of code was written yet. That way Dropbox was able to capture customer feedback very, very early in the development process. Lastly, we have degrees of varying fidelity. You need to know that there are multiple types of prototypes that you have to consider. These types distinguished themselves based on how closely they mimic the final product. This is called prototypes level of fidelity. Let's look closer at the two extremes, low fidelity prototypes and high fidelity prototypes. Low fidelity prototypes are a very simple and limited version of the solution. Think of prototypes made on a piece of paper like a comic, for instance. Will often find these prototypes in the early stages of software development lifecycle, where the concept is tested as a whole. On the other hand, you have high fidelity prototypes. These type of prototypes are already closer to what the actual solution should look like. Think of software generated wireframes, which are actual screens of the solutions interface with the right colors, labeling, information architecture, and so on. The only thing that's different from the real solution that is that there is no code behind the screens. You will often find these type of prototypes towards the later stages of development lifecycle. When should you use prototyping? Quite frankly, in a world that's revolves around customer centricity, I would always use prototyping whenever building or updating a product or service. It's a cheap and quick way to see if what you're building is the right thing for your users. So the question is really, why wouldn't you use it? Moving on with the questions on how to execute Prototyping. Creating the prototyping itself falls outside the scope of this course as we are only interested in the elicitation technique link to prototyping, which is user testing. You might be happy to learn that you already know this technique as it is very similar to the user review workshop, which you can find in the Interface analysis part. So I invite you to rewatch that lecture if you're unsure about the execution steps. Moving on now to our trusty pros and cons, I will especially zoom on the pros and cons of low fidelity versus high-fidelity prototypes. Starting with the pros of low fidelity, it can be done at almost no cost. There is no need for any skills. In prototyping software. You can get feedback from users with very quickly. It's best to, its best fitted to test concepts and IDs. It always, it allows for very rapid trial and error and it helps to structure discussions with users and stakeholders. Now, moving on to the low fidelity disadvantages, the lack of realism linked could tamper with the elicitation results. As you might not get relevant users feedback, they could start filling in the gaps with their own imagination. So to say, there is the issue of oversimplification. So some aspects of the prototype might actually not be possible to develop. There is also the lack of actual interactions with the limits of the elicitation results. Next step, we have the high-fidelity prototypes that very closely resembled the final solution. What are its pros? It's a very rich source of requirements. You can use high-fidelity prototypes to list all the requirements that you see. An enrich it if you find gaps. It provides a very good picture of the solution, which makes it easy to use in discussions with all kinds of stakeholders, such as your business stakeholders, legal and compliance developers, user designers, etcetera. It allows for rapid trial and error at a low cost. It can be used in user tests where you can already collect feedback early on on the solution. This will also highlight less obvious areas of improvements, such as unforeseen user behavior, user usability issues, etc. and to conclude, what are some of the cons linked to high fidelity prototypes? The first one is that it's often costly or, and it takes more time to make than low fidelity prototypes. You might receive feedback during user tests on superficial details rather than on the inherent aspects of the solution. You need to have some skills for the prototyping software to create a prototype and stakeholders. And also developers might confuse the prototype with the final solution and actually go ahead and start to form their assumptions based on that and even develop it. And the last column I can think of is that there is sometimes a misplaced attachment to the prototype which could interfere with making changes. Remember, you need to fail fast, it's trial and error. Don't attach yourself to the prototype. Regarding best practices, I again advise you to have a look at a user review workshop in the lecture on Interface analysis. Voila. This concludes the lecture on Prototyping, and it also concludes this section on requirement elicitation techniques. If you want me to cover other elicitation techniques, don't hesitate to let me know. I will gladly cover them as well. The next section we will cover the next step in our elicitation journey, which is confirming your understanding. So confirming what you, the information that you just conducted through all these nice techniques. I hope to see you there. Bye 7. Case in point: Hi, and welcome to our case in point. In this lecture, I would like to walk you through a concrete use case of a prototype that I created for the clients. It was a low fidelity prototype that I made to test out a concept around new and transversal signature patterns inside the banking mobile application. Before proceeding, It's important to first go over the characteristics that are prototype should have. The questions you need to answer our, What's the purpose of the prototype? Who will use your prototype and in what context? Then, what is the method for the prototype to create it? And then lot finally, what is the expected level of detail? What is the fidelity level? Regarding the first question around to prototypes purpose, I defined a hypothesis, a way to measure it, and how to build it. In. My hypothesis goes as follows. The signature pattern both provides app users a quick overview of what they're about to sign, while also offering them a way to review the documents in detail. This pattern can be applied to any type of signature flow. The elements that I wanted to measure where the customers raw, unfiltered feedback on the structure of the flow. I wanted to know what their thoughts were on first having a overview screen with what we're about to sign, and then the documents screen, which they will probably not read. This is for different signature flows to see whether to pattern could be applied transversely over them. And regarding the building of the prototype, I made a mockup screens using PowerPoint. Next, there's a question about the audience and the context. The only requirement I had with my audience was that they had to understand the concept of a mock-up and that they are able to provide feedback on a high level concept and not just give feedback on superficial elements. Then the methods that are used towards a one-on-one interview with actual users of the bank's mobile application. I presented them the mockup, and I had a list of open questions regarding the overall information architecture and some functionality questions. And finally, there's the question of fidelity. Given that this was just an early concept, I was more interested in receiving feedback on the ad then on the actual look and feel. So a low fidelity concept was more than enough to start with. Let's now move to the actual building blocks of the prototype. When it comes to display. As you can see, I did not bother with a smartphone or layout. I was confident that the testers were mature enough to understand that the rectangles respected representatives smartphone display. Next, there is discrete. So remember that this is the Canvas where content and interactive elements are placed. You should not place any of these elements outside the screen as this could confuse to test her. Moving on now to the interaction elements. These are the pinkish arrows that you either split into float. They indicate which elements the user can interact with and where they would go if they clicked on them. The interaction elements keep the screens together and create a flow in it. In our case, the interaction elements are mixture between navigation buttons, downloadable documents, an opt-in checkbox, and a numpad for entering a pin code. The content elements are a bit harder to spot because they are fully integrated within the screens. Here's a small summary of the content elements. First, for all screens you have the header, the titles, and the restriction texts. Then for the overview screen, you have the labels and values of what you're about to sign. Next for the document screen, you have documents that you need to read, the documents that you need to sign, and the legal declarations at the bottom of the screen. Next, we have the secretory screen, which basically holds the numpad, which is an interaction elements. And finally, we have the confirmation screen, which holds a success icon and the success text. Let's now take a look at the flow structure. It should be quite clear that a user that the flow of, of screens is defined by the navigation buttons on the bots on the bottom of the screen. First, the user reviews what he or she is about to sign. Next, the user lands on the document screen where he or she sees a part with the documents that need to be red. And then the documents that symbols normally sign. The first set of documents are purely informational. The user has to provide his or her consent to proceed to the signature screen. In the signature screen, the user needs to use this mobile banking apps for number code to sign the documents. I could have included biometrics signatures as well, like fingerprint or Face ID, but these were seen as not secure enough to sign these type of documents. So pin code it was. And finally, the user lands on the confirmation screen after successfully signing the documents in the previous screen. From there, the user can either close flow and go to the start page of the mobile application or go to the documents that he or she just signed. What about a function components? In this use case, there was not really a specific function I want to test. I just wanted to have feedback from the user on what they saw on discrete IF function that could be tested in future prototypes is downloading the documents, inserting the right pin code, leaving and coming back to the flow, etcetera. It's prototype is too limited to test out a real functionality. As for the graphics, there is not much to say because it's a low fidelity prototype where graphics and not so relevant. In high-fidelity prototypes, however, you want the graphics to be very similar, if not completely similar to the final product. You want to test usability of the prototype as well. This is because graphics of the user interface matter a lot more. And finally, we have the media or prototyping environments. This was done without using any specialized prototyping software. I simply use PowerPoint, which is perfectly fine to test out ideas and conceptual assumptions. By the way, I wouldn't want to spend too much time on graphics because it wasn't relevant to the hypothesis that I wanted to test. And the first place, there you have it. With this prototype, I was able to quickly test out my assumptions with actual customers. And now it's your turn. I would like you to define a prototype on your own using the same approach that I just showed you. Your first have to define the characteristics of your prototype and then created using the building blocks that we covered in the previous lecture. Here's a short list of categories and examples from which you can draw some inspiration. I thought about Prototyping the concept of a Tetris game or the prototype of the computer mouse. I thought about the prototype for the concept of an elevator, or go further into sports with the concept of ping-pong. You're really free in what type of prototype you want to create. These are just some examples to get you started. That's it from me. I wish you good luck with the assignment. If you're stuck, don't hesitate to let me know and we'll have a look at it together. I hope to see you in the final section where we will cover some of the key takeaways. See you there. And good luck with the assignment by 8. Key takeaways: Hi, and congratulations for finishing this section on service design prototypes. Let's quickly go over some of the key takeaways. Shall we? Service prototypes, create a first or early form of the servers or the surface experience. They aim to stage and experience or process regarding a certain part of the customer experience. Prototypes of digital artifacts have multiple building blocks, which are the display, the screen, the interaction elements, the content elements, structure and flow, function, look and feel, the media and prototyping and environments. You also have to take into account to prototypes, characteristics, which are purpose, audience, methods, and fidelity level. And that's it. This concludes this section on Prototypes. I would urge you to always think of ways to prototype your designs so that you can test them as quickly as possible in a controlled or real life environment. The amount of information you get out of this is well-worth the time and effort of creating a prototype. The only thing that's left for me to do is to wish you a wonderful and educational day. Bye 9. Share your thoughts: Hi Thibault here. Congratulations for finishing the course. I hope you've got something out of it and it will be helpful in your future career. In case you'd like to course, please leave a review and let others know what you liked about it. That seems extremely helpful to meet, and it's also helpful for other students. Now, I'll, if I go have a nice and educational day, Bye