Following Agile Methodology, we developed lo-fi prototypes rapidly in order to get something in the hands of the users. These did not need to be perfect; their purpose was to illicit a response that we could be fed back into the next iteration. Our initial prototyping phase explored and tested user stories via paper sketches. We then progressed to non-interactive wireframes in Sketch in order to capture feedback from agents. Tests typically comprised presenting research participants with a sketch and asking them to perform a task. This enabled researchers to understand if the journey to complete the task made sense to them, that the terminology was consistent with their knowledge and that the pathways through the pages directed them to their task appropriately.
Early testing results revealed interesting user preferences and challenges in our prototype that we have been able to feed into our next iterations. In this way, with regular testing, we hope to achieve a user-friendly interface.
Once we had established a standard flow for the site, we developed hi-fi wireframes in Axure through which we could thoroughly test our interface more thoroughly. We tested stories with agents using the wires and amended stories accordingly.
The following link will take you to some of the recent iterations of wireframes:
We wanted to engage with as much of the user base as possible to ensure broad feedback from the team. Therefore, we requested, in each testing session, agents that we had not already tested with. We also wanted agents from an experienced background as well as those identified as being less confident with computers.
We tested wire frames with six agents through July, September and October looking at the functionality for a rent transaction. The task that we asked the agents to perform with the wire frames were:
We learnt some key insights:
After further testing and iterations, the agents also felt that the payment process was much better and that the approach was more intuitive.
The advantage of hi-fi wireframes is that we can test the more subtle details of visual elements such as colour and space without investing in code. Examples include:
From these examples we intend to amend how we visually communicate the functionality.