When it comes to digital projects, our process can be summed up as:
Think. Make. Learn. Repeat.
We’ll sit down and talk with you about what you’d like to achieve. Like telling a story, inspiring action or changing behaviour. We’ll then come up with some ideas that meet the challenge. That’s the ‘think‘ part.
We then prototype the best of those ideas as quickly as possible. First on paper and then as something clickable. The aim is to create something we can test with users. That’s the ‘make‘ part.
We don’t want to go too far on the back of guesswork and hunches. Early user testing gives us meaningful data about what works and what doesn’t. Data that we can act on. We’ll get users involved and giving us feedback as early as possible. That’s the ‘learn‘ part.
Based on the user feedback, we’ll rework the prototype until we have something that we’re happy to take to development. And that’s the ‘repeat’ part.
We then go through a process of launching an alpha, beta and production versions.
The ‘repeat’ bit doesn’t end at launch. The best data comes from real-world, in-the-wild users. So we’ll suggest some post-launch touch-points when we can look at the analytics, user feedback and usage patterns to make it work better. We’ll ensure you have something that will stay relevant and useful over time.
Rapid prototyping works.
The great thing about digital is that you can get people clicking on things early on in the process. Rapid prototyping allows us to get meaningful feedback early.
‘Paper prototyping’ – using post-its or cards – lets us quickly work through user journeys and site architectures. We can very quickly map out the entire user journey. We user-test these paper prototypes for feedback, go to work on improving the good ones, and say goodbye to the less well received.
We then turn the promising routes into clickable prototypes – the first rough and ready output that users can click around – using tools from the specialist Axure, plain old Keynote, or some simple html. This stage gives everybody – from the client, to test users and even our own team of developers and designers – something that feels a little like the final output.
Once it comes to the technical build we use agile. This is really just an extension of the prototyping process. The developer tasks are defined as user stories and we release versions as we go. Again, this allows us to user-test at all stages of the process.