Time Tracker Paper Prototyping (Sprint)


Challenge and goals

An in-class experience to introduce the concept of paper / rapid prototyping, in preparation for the completion of a course project. Our target was that of a harried professor who must log time worked for the university.

This wasn't the first time I've done such prototyping sprints (see Ready, Set, Fluent for more process description) though the challenge this time was to produce something workable and demo-able to a "chief designer" (played by our professor) in about 5-10 minutes.


Not my first time paper prototyping, I worked along with a group to develop our ideal tracking system. We opted to design for a smartphone user first to account for the easiest possible situation - an extremely savvy, digitally literate new professor. Each of us had worked on other designs, as seen to the left and right of this photo buried under miscellania, and opted to use this one. We walked through several scenarios, ultimately deciding to come up with a simple list that would be maintained elsewhere but our user could still use to keep historical records.

Our time was limited due to class constraints, and we worked through those three examples in only 40 minutes with limited access to a wide pool of participants, so though we were unable to test for robust usability, we did end up with several suggestions incorporated into this design, such as an X or back button for the yellow pop-ups, and the addition of a help screen so the client could get a sense of what that'd look like.

Take Aways

As this was fortunately my first time paper prototyping, I came away with a renewed sense of confidence in both my organizational skills at this stage and creativity. I was much less apprehensive to start a new design when something I liked didn't work out. I got good practice this time around in how to walk someone through the testing of a design without giving away the game, and felt I did much better than the first test I went through like this.