April 14, 2016
6 min

Using paper prototypes in UX

In UX research we are told again and again that to ensure truly user-centered design, it’s important to test ideas with real users as early as possible. There are many benefits that come from introducing the voice of the people you are designing for in the early stages of the design process. The more feedback you have to work with, the more you can inform your design to align with real needs and expectations. In turn, this leads to better experiences that are more likely to succeed in the real world.It is not surprising then that paper prototypes have become a popular tool used among researchers. They allow ideas to be tested as they emerge, and can inform initial designs before putting in the hard yards of building the real thing. It would seem that they’re almost a no-brainer for researchers, but just like anything out there, along with all the praise, they have also received a fair share of criticism, so let’s explore paper prototypes a little further.

What’s a paper prototype anyway? 🧐📖

Paper prototyping is a simple usability testing technique designed to test interfaces quickly and cheaply. A paper prototype is nothing more than a visual representation of what an interface could look like on a piece of paper (or even a whiteboard or chalkboard). Unlike high-fidelity prototypes that allow for digital interactions to take place, paper prototypes are considered to be low-fidelity, in that they don’t allow direct user interaction. They can also range in sophistication, from a simple sketch using a pen and paper to simulate an interface, through to using designing or publishing software to create a more polished experience with additional visual elements.

Screen Shot 2016-04-15 at 9.26.30 AM
Different ways of designing paper prototypes, using OptimalSort as an example

Showing a research participant a paper prototype is far from the real deal, but it can provide useful insights into how users may expect to interact with specific features and what makes sense to them from a basic, user-centered perspective. There are some mixed attitudes towards paper prototypes among the UX community, so before we make any distinct judgements, let's weigh up their pros and cons.

Advantages 🏆

  • They’re cheap and fastPen and paper, a basic word document, Photoshop. With a paper prototype, you can take an idea and transform it into a low-fidelity (but workable) testing solution very quickly, without having to write code or use sophisticated tools. This is especially beneficial to researchers who work with tight budgets, and don’t have the time or resources to design an elaborate user testing plan.
  • Anyone can do itPaper prototypes allow you to test designs without having to involve multiple roles in building them. Developers can take a back seat as you test initial ideas, before any code work begins.
  • They encourage creativityFrom both the product teams participating in their design, but also from the users. They require the user to employ their imagination, and give them the opportunity express their thoughts and ideas on what improvements can be made. Because they look unfinished, they naturally invite constructive criticism and feedback.
  • They help minimize your chances of failurePaper prototypes and user-centered design go hand in hand. Introducing real people into your design as early as possible can help verify whether you are on the right track, and generate feedback that may give you a good idea of whether your idea is likely to succeed or not.

Disadvantages 😬

  • They’re not as polished as interactive prototypesIf executed poorly, paper prototypes can appear unprofessional and haphazard. They lack the richness of an interactive experience, and if our users are not well informed when coming in for a testing session, they may be surprised to be testing digital experiences on pieces of paper.
  • The interaction is limitedDigital experiences can contain animations and interactions that can’t be replicated on paper. It can be difficult for a user to fully understand an interface when these elements are absent, and of course, the closer the interaction mimics the final product, the more reliable our findings will be.
  • They require facilitationWith an interactive prototype you can assign your user tasks to complete and observe how they interact with the interface. Paper prototypes, however, require continuous guidance from a moderator in communicating next steps and ensuring participants understand the task at hand.
  • Their results have to be interpreted carefullyPaper prototypes can’t emulate the final experience entirely. It is important to interpret their findings while keeping their limitations in mind. Although they can help minimize your chances of failure, they can’t guarantee that your final product will be a success. There are factors that determine success that cannot be captured on a piece of paper, and positive feedback at the prototyping stage does not necessarily equate to a well-received product further down the track.

Improving the interface of card sorting, one prototype at a time 💡

We recently embarked on a research project looking at the user interface of our card-sorting tool, OptimalSort. Our research has two main objectives — first of all to benchmark the current experience on laptops and tablets and identify ways in which we can improve the current interface. The second objective is to look at how we can improve the experience of card sorting on a mobile phone.

Rather than replicating the desktop experience on a smaller screen, we want to create an intuitive experience for mobiles, ensuring we maintain the quality of data collected across devices.Our current mobile experience is a scaled down version of the desktop and still has room for improvement, but despite that, 9 per cent of our users utilize the app. We decided to start from the ground up and test an entirely new design using paper prototypes. In the spirit of testing early and often, we decided to jump right into testing sessions with real users. In our first testing sprint, we asked participants to take part in two tasks. The first was to perform an open or closed card sort on a laptop or tablet. The second task involved using paper prototypes to see how people would respond to the same experience on a mobile phone.

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Context is everything 🎯

What did we find? In the context of our research project, paper prototypes worked remarkably well. We were somewhat apprehensive at first, trying to figure out the exact flow of the experience and whether the people coming into our office would get it. As it turns out, people are clever, and even those with limited experience using a smartphone were able to navigate and identify areas for improvement just as easily as anyone else. Some participants even said they prefered the experience of testing paper prototypes over a laptop. In an effort to make our prototype-based tasks easy to understand and easy to explain to our participants, we reduced the full card sort to a few key interactions, minimizing the number of branches in the UI flow.

This could explain a preference for the mobile task, where we only asked participants to sort through a handful of cards, as opposed to a whole set.The main thing we found was that no matter how well you plan your test, paper prototypes require you to be flexible in adapting the flow of your session to however your user responds. We accepted that deviating from our original plan was something we had to embrace, and in the end these additional conversations with our participants helped us generate insights above and beyond the basics we aimed to address. We now have a whole range of feedback that we can utilize in making more sophisticated, interactive prototypes.

Whether our success with using paper prototypes was determined by the specific setup of our testing sessions, or simply by their pure usefulness as a research technique is hard to tell. By first performing a card sorting task on a laptop or tablet, our participants approached the paper prototype with an understanding of what exactly a card sort required. Therefore there is no guarantee that we would have achieved the same level of success in testing paper prototypes on their own. What this does demonstrate, however, is that paper prototyping is heavily dependent on the context of your assessment.

Final thoughts 💬

Paper prototypes are not guaranteed to work for everybody. If you’re designing an entirely new experience and trying to describe something complex in an abstracted form on paper, people may struggle to comprehend your idea. Even a careful explanation doesn’t guarantee that it will be fully understood by the user. Should this stop you from testing out the usefulness of paper prototypes in the context of your project? Absolutely not.

In a perfect world we’d test high fidelity interactive prototypes that resemble the real deal as closely as possible, every step of the way. However, if we look at testing from a practical perspective, before we can fully test sophisticated designs, paper prototypes provide a great solution for generating initial feedback.In his article criticizing the use of paper prototypes, Jake Knapp makes the point that when we show customers a paper prototype we’re inviting feedback, not reactions. What we found in our research however, was quite the opposite.

In our sessions, participants voiced their expectations and understanding of what actions were possible at each stage, without us having to probe specifically for feedback. Sure we also received general comments on icon or colour preferences, but for the most part our users gave us insights into what they felt throughout the experience, in addition to what they thought.

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The ultimate reading list for new user researchers

Having a library of user research books is invaluable. Whether you’re an old hand in the field of UX research or just dipping your toes in the water, being able to reference detailed information on methods, techniques and tools will make your life much easier.

There’s really no shortage of user research/UX reading lists online, so we wanted to do something a little different. We’ve broken our list up into sections to make finding the right book for a particular topic as easy as possible.

General user research guides

These books cover everything you need to know about a number of UX/user research topics. They’re great to have on your desk to refer back to – we certainly have them on the bookshelf here at Optimal Workshop.

Observing the User Experience: A Practitioner's Guide to User Research

Mike Kuniavsky

Observing the User Experience: A Practitioner’s Guide to User Research

This book covers 13 UX research techniques in a reference format. There’s a lot of detail, making it a useful resource for people new to the field and those who just need more clarification around a certain topic. There’s also a lot of practical information that you’ll find applicable in the real world. For example, information about how to work around research budgets and tight time constraints.

Just Enough Research

Erika Hall

Just Enough Research

In Just Enough Research, author Erika Hall explains that user research is something everyone can and should do. She covers several research methods, as well as things like how to identify your biases and make use of your findings. Designers are also likely to find this one quite useful, as she clearly covers the relationship between research and design.

Research Methods in Human-Computer Interaction

Harry Hochheiser, Jonathan Lazar, Jinjuan Heidi Feng

Research Methods in Human-Computer Interaction

Like Observing the User Experience, this is a dense guide – but it’s another essential one. Here, experts on human-computer interaction and usability explain different qualitative and quantitative research methods in an easily understandable format. There are also plenty of real examples to help frame your thinking around the usefulness of different research methods.

Information architecture

If you’re new to information architecture (IA), understanding why it’s such an important concept is a great place to start. There’s plenty of information online, but there are also several well-regarded books that make great starting points.

Information Architecture for the World Wide Web: Designing Large-Scale Web Sites

Peter Morville, Louis Rosenfeld

Information Architecture for the World Wide Web: Designing Large-Scale Web Site

You’ll probably hear this book referred to as “the polar bear book”, just because the cover features a polar bear. But beyond featuring a nice illustration of a bear, this book clearly covers the process of creating large websites that are both easy to navigate and appealing to use. It’s a useful book for designers, information architects and user researchers.

How to Make Sense of Any Mess

Abby Covert

How to Make Sense of Any Mess

This is a great introduction to information architecture and serves as a nice counter to the polar bear book, being much shorter and more easily digestible. Author Abby Covert explains complex concepts in a way anyone can understand and also includes a set of lessons and exercises with each chapter.

User interviews

For those new to the task, the prospect of interviewing users is always daunting. That makes having a useful guide that much more of a necessity!

Interviewing Users: How to Uncover Compelling Insights

Steve Portigal

Interviewing Users: How to Uncover Compelling Insights

While interviewing users may seem like something that doesn’t require a guide, an understanding of different interview techniques can go a long way. This book is essentially a practical guide to the art of interviewing users. Author Steve Portigal covers how to build rapport with your participants and the art of immersing yourself in how other people see the world – both key skills for interviewers!

Usability testing

Web usability is basically the ease of use of a website. It’s a broad topic, but there are a number of useful books that explain why it’s important and outline some of the key principles.

Don't Make Me Think: A Common Sense Approach to Web Usability

Steve Krug

Don't Make Me Think: A Common Sense Approach to Web Usability

Don’t Make Me Think is the first introduction to the world of UX and usability for many people, and for good reason – it’s a concise introduction to the topics and is easy to digest. Steve Krug explains some of the key principles of intuitive navigation and information architecture clearly and without overly technical language. In the latest edition, he’s updated the book to include mobile usability considerations.

As a testament to just how popular this book is, it was released in 2000 and has since had 2 editions and sold 400,000 copies.

Design

The design–research relationship is an important one, even if it’s often misunderstood. Thankfully, authors like Don Norman and Vijay Kumar are here to explain everything.

The Design of Everyday Things

Don Norman

The Design of Everyday Things

This book, by cognitive scientist and usability engineer Don Norman, explains how design is the communication between an object and its user, and how to improve this communication as a way of improving the user experience. If nothing else, this book will force you to take another look at the design of everyday objects and assess whether or not they’re truly user-friendly.

101 Design Methods: A Structured Approach for Driving Innovation in Your Organization

Vijay Kumar

101 Design Methods: A Structured Approach for Driving Innovation in Your Organization

A guidebook for innovation in the context of product development, this book approaches the subject in a slightly different way to many other books on the same subject. The focus here is that the practice of creating new products is actually a science – not an art. Vijay Kumar outlines practical methods and useful tools that researchers and designers can use to drive innovation, making this book useful for anyone involved in product development.

See our list on Goodreads

We've put together a list of all of the above books on Goodreads, which you can access here.

Further reading

For experienced practitioners and newcomers alike, user research can often seem like a minefield to navigate. It can be tricky to figure out which method to use when, whether you bring a stakeholder into your usability test (you should) and how much you should pay participants. Take a look at some of the other articles on our blog if you’d like to learn more.

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Quantifying the value of User Research in 2024 

Think your company is truly user-centric? Think again. Our groundbreaking report on UX Research (UXR) in 2024 shatters common assumptions about our industry.

We've uncovered a startling gap between what companies say about user-centricity and what they actually do. Prepare to have your perceptions challenged as we reveal the true state of UXR integration and its untapped potential in today's business landscape.

The startling statistics 😅

Here's a striking finding: only 16% of organizations have fully embedded UXR into their processes and culture. This disconnect between intention and implementation underscores the challenges in demonstrating and maximizing the true value of user research.

What's inside the white paper 👀

In this comprehensive white paper, we explore:

  • How companies use and value UX research
  • Why it's hard to show how UX research helps businesses
  • Why having UX champions in the company matters
  • New ways to measure and show the worth of UX research
  • How to share UX findings with different people in the company
  • New trends changing how people see and use UX research

Stats sneak peek 🤖

- Only 16% of organizations have fully embedded UX Research (UXR) into their processes and culture. This highlights a significant gap between the perceived importance of user-centricity and its actual implementation in businesses.

- 56% of organizations aren't measuring the impact of UXR at all. This lack of measurement makes it difficult for UX researchers to demonstrate the value of their work to stakeholders.

- 68% of respondents believe that AI will have the greatest impact on the analysis and synthesis phase of UX research projects. This suggests that while AI is expected to play a significant role in UXR, it's seen more as a tool to augment human skills rather than replace researchers entirely.

The UX research crossroads 🛣️

As our field evolves with AI, automation, and democratized research, we face a critical juncture: how do we articulate and amplify the value of UXR in this rapidly changing landscape? We’d love to know what you think! So DM us in socials and let us know what you’re doing to bridge the gap.

Are you ready to unlock the full potential of UXR in your organization? 🔐

Download our white paper for invaluable insights and actionable strategies that will help you showcase and maximize the value of user research. In an era of digital transformation, understanding and leveraging UXR's true worth has never been more crucial.

Download the white paper

What's next?🔮

Keep an eye out for our upcoming blog series, where we'll delve deeper into key findings and strategies from the report. Together, we'll navigate the evolving UX landscape and elevate the value of user insights in driving business success and exceptional user experiences.

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How to create a UX research plan

Summary: A detailed UX research plan helps you keep your overarching research goals in mind as you work through the logistics of a research project.

There’s nothing quite like the feeling of sitting down to interview one of your users, steering the conversation in interesting directions and taking note of valuable comments and insights. But, as every researcher knows, it’s also easy to get carried away. Sometimes, the very process of user research can be so engrossing that you forget the reason you’re there in the first place, or unexpected things that come up that can force you to change course or focus.

This is where a UX research plan comes into play. Taking the time to set up a detailed overview of your high-level research goals, team, budget and timeframe will give your research the best chance of succeeding. It's also a good tool for fostering alignment - it can make sure everyone working on the project is clear on the objectives and timeframes. Over the course of your project, you can refer back to your plan – a single source of truth. After all, as Benjamin Franklin famously said: “By failing to prepare, you are preparing to fail”.

In this article, we’re going to take a look at the best way to put together a research plan.

Your research recipe for success

Any project needs a plan to be successful, and user research is no different. As we pointed out above, a solid plan will help to keep you focused and on track during your research – something that can understandably become quite tricky as you dive further down the research rabbit hole, pursuing interesting conversations during user interviews and running usability tests. Thought of another way, it’s really about accountability. Even if your initial goal is something quite broad like “find out what’s wrong with our website”, it’s important to have a plan that will help you to identify when you’ve actually discovered what’s wrong.

So what does a UX research plan look like? It’s basically a document that outlines the where, why, who, how and what of your research project.

It’s time to create your research plan! Here’s everything you need to consider when putting this plan together.

Make a list of your stakeholders

The first thing you need to do is work out who the stakeholders are on your project. These are the people who have a stake in your research and stand to benefit from the results. In those instances where you’ve been directed to carry out a piece of research you’ll likely know who these people are, but sometimes it can be a little tricky. Stakeholders could be C-level executives, your customer support team, sales people or product teams. If you’re working in an agency or you’re freelancing, these could be your clients.

Make a list of everyone you think needs to be consulted and then start setting up catch-up sessions to get their input. Having a list of stakeholders also makes it easy to deliver insights back to these people at the end of your research project, as well as identify any possible avenues for further research. This also helps you identify who to involve in your research (not just report findings back to).

Action: Make a list of all of your stakeholders.

Write your research questions

Before we get into timeframes and budgets you first need to determine your research questions, also known as your research objectives. These are the ‘why’ of your research. Why are you carrying out this research? What do you hope to achieve by doing all of this work? Your objectives should be informed by discussions with your stakeholders, as well as any other previous learnings you can uncover. Think of past customer support discussions and sales conversations with potential customers.

Here are a few examples of basic research questions to get you thinking. These questions should be actionable and specific, like the examples we’ve listed here:

  • “How do people currently use the wishlist feature on our website?”
  • “How do our current customers go about tracking their orders?”
  • “How do people make a decision on which power company to use?”
  • “What actions do our customers take when they’re thinking about buying a new TV?”

A good research question should be actionable in the sense that you can identify a clear way to attempt to answer it, and specific in that you’ll know when you’ve found the answer you’re looking for. It's also important to keep in mind that your research questions are not the questions you ask during your research sessions - they should be broad enough that they allow you to formulate a list of tasks or questions to help understand the problem space.

Action: Create a list of possible research questions, then prioritize them after speaking with stakeholders.

What is your budget?

Your budget will play a role in how you conduct your research, and possibly the amount of data you're able to gather.

Having a large budget will give you flexibility. You’ll be able to attract large numbers of participants, either by running paid recruitment campaigns on social media or using a dedicated participant recruitment service. A larger budget helps you target more people, but also target more specific people through dedicated participant services as well as recruitment agencies.

Note that more money doesn't always equal better access to tools - e.g. if I work for a company that is super strict on security, I might not be able to use any tools at all. But it does make it easier to choose appropriate methods and that allow you to deliver quality insights. E.g. a big budget might allow you to travel, or do more in-person research which is otherwise quite expensive.

With a small budget, you’ll have to think carefully about how you’ll reward participants, as well as the number of participants you can test. You may also find that your budget limits the tools you can use for your testing. That said, you shouldn’t let your budget dictate your research. You just have to get creative!

Action: Work out what the budget is for your research project. It’s also good to map out several cheaper alternatives that you can pursue if required.

How long will your project take?

How long do you think your user research project will take? This is a necessary consideration, especially if you’ve got people who are expecting to see the results of your research. For example, your organization’s marketing team may be waiting for some of your exploratory research in order to build customer personas. Or, a product team may be waiting to see the results of your first-click test before developing a new signup page on your website.

It’s true that qualitative research often doesn’t have a clear end in the way that quantitative research does, for example as you identify new things to test and research. In this case, you may want to break up your research into different sub-projects and attach deadlines to each of them.

Action: Figure out how long your research project is likely to take. If you’re mixing qualitative and quantitative research, split your project timeframe into sub-projects to make assigning deadlines easier.

Understanding participant recruitment

Who you recruit for your research comes from your research questions. Who can best give you the answers you need? While you can often find participants by working with your customer support, sales and marketing teams, certain research questions may require you to look further afield.

The methods you use to carry out your research will also have a part to play in your participants, specifically in terms of the numbers required. For qualitative research methods like interviews and usability tests, you may find you’re able to gather enough useful data after speaking with 5 people. For quantitative methods like card sorts and tree tests, it’s best to have at least 30 participants. You can read more about participant numbers in this Nielsen Norman article.

At this stage of the research plan process, you’ll also want to write some screening questions. These are what you’ll use to identify potential participants by asking about their characteristics and experience.

Action: Define the participants you’ll need to include in your research project, and where you plan to source them. This may require going outside of your existing user base.

Which research methods will you use?

The research methods you use should be informed by your research questions. Some questions are best answered by quantitative research methods like surveys or A/B tests, with others by qualitative methods like contextual inquiries, user interviews and usability tests. You’ll also find that some questions are best answered by multiple methods, in what’s known as mixed methods research.

If you’re not sure which method to use, carefully consider your question. If we go back to one of our earlier research question examples: “How do our current customers go about tracking their orders?”, we’d want to test the navigation pathways.

If you’re not sure which method to use, it helps to carefully consider your research question. Let’s use one of our earlier examples: “Is it easy for users to check their order history in our iPhone app?” as en example. In this case, because we want to see how users move through our app, we need a method that’s suited to testing navigation pathways – like tree testing.

For the question: “What actions do our customers take when they’re thinking about buying a new TV?”, we’d want to take a different approach. Because this is more of an exploratory question, we’re probably best to carry out a round of user interviews and ask questions about their process for buying a TV.

Action: Before diving in and setting up a card sort, consider which method is best suited to answer your research question.

Develop your research protocol

A protocol is essentially a script for your user research. For the most part, it’s a list of the tasks and questions you want to cover in your in-person sessions. But, it doesn’t apply to all research types. For example, for a tree test, you might write your tasks, but this isn't really a script or protocol.

Writing your protocol should start with actually thinking about what these questions will be and getting feedback on them, as well as:

  • The tasks you want your participants to do (usability testing)
  • How much time you’ve set aside for the session
  • A script or description that you can use for every session
  • Your process for recording the interviews, including how you’ll look after participant data.

Action: This is essentially a research plan within a research plan – it’s what you’d take to every session.

Happy researching!

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