Good design teams prototype – often. This presentation takes a hard look at prototyping and provides a framework for assessing the prototyping needs of a team or project. If you have a “standard approach” to prototyping this session will help you re-think your prototyping strategy. If your prototypes are usually created in a similar way, this session will help expand your knowledge of prototyping and ways you can change what you’re doing to be more effective and efficient.
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What is a Prototype?
• An early sample, model, or release of a product built to
test a concept or process or to act as a thing to be
replicated or learned from.
– Wikipedia (2016)
• A first or early example that is used as a model for what
comes later
– Merriam Webster
• A first, typical or preliminary model of something,
especially a machine, from which other forms are
developed or copied.
– Oxford Dictionary
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What is a Model?
• A three-dimensional representation of a person or
thing or of a proposed structure, typically on a
smaller scale than the original.
– Oxford Dictionary
• A usually miniature representation of something; a
pattern of something to be made; or a set of ideas
and numbers that describe the past, present, or
future state of something (such as an economy or a
business)
– Merriam Webster
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What is a Simulation?
• The production of a computer model of something,
especially for the purpose of study
– Oxford Dictionary
• Something that is made to look, feel, or behave like
something else especially so that it can be studied
or used to train people
– Merriam Webster
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Serious Play – by Michael Schrage
Many case studies on
prototyping, simulations,
modeling…from clay to foam
to Excel
Discusses prototyping cultures
and relationship to
innovation.
HBS Press, 1999
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Prototypes Create Value Through
Conversations & Interactions.
• Users interacting with the model
• Clients discussing the prototype
• Stakeholders discussing
tradeoffs / needs / use cases
• Team members discussing
materials, build-ability,
maintainability, etc.
Source: Flavio Nazario
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The UCD Process
Plan the Design
Process
Understand & Specify
Context of Use
Specify User
Requirements
Produce Design
Solutions to Meet
User Requirements
Evaluate Designs
Against Requirements
Designed Solution Meets
User Requirements
Iterate where
appropriate
ISO 9241-210
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Produce Designs
UCD – Prototype Centric Version
Plan the Design
Process
Understand & Specify
Context of Use
Specify User
Requirements
Evaluate Designs
Design Meets User
Requirements
Iterate where
appropriate
17. YOU CAN’T INVENT THE FUTURE
WITHOUT FIRST PROTOTYPING IT.
- Michael Schrage
True innovators don’t create ideas…
they create models & prototypes.
PROTOTYPING IS INNOVATIVE BEHAVIOR
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4 Prototyping Factors to Consider
Works Like
Looks Like
Reads Like
Depth & Breadth
• Functionality
• Performance
• Level of Interaction
• Input & Output Methods
• Colors
• Fonts
• Branding
• White space
• Visual “polish”
• Graphics / Photos
• Use of placeholders
• Lorem Ipsum
• Real content
• Scope of features
• Scenarios supported
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The “F-Word”
• “Fidelity” is overused, overloaded and overly
simple. It is steeped in assumptions
• Works Like = Functional fidelity
• Looks Like = Visual fidelity
• Reads Like = Content fidelity
• Depth and Breadth = Overall Completeness
20. “What organizations choose NOT to model is
as revealing as what they do.”
- Michael Schrage
A CAUTIONARY WORD
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Wood Prototype – Video Camera
• Works like = Low
• Looks like = Medium
• Reads like = Low
• Depth & Breadth =
Exterior Only
“Form study” used for size, shape,
weight, ergonomics
Source: billibala (Flickr)
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Interactive Prototype – Wikipedia
Android App “Link Preview”
• Works like = High
• Looks like = High
• Reads like = High
• Depth & Breadth =
Link Preview feature
only
Source: Wikimedia
35. THE PHYSICAL MATERIAL USED
IN PROTOTYPING IS A
MAJOR STRATEGIC INNOVATION VARIABLE.
- Michael Schrage
Choice of medium impacts how prototypes
are managed and how teams collaborate.
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Medium Impacts Design…
Early HP calculators were
prototyped in cardboard,
resulting in more “squared off”
designs.
They later switched to foam
& resulting designs were
more soft and rounded
HP-35 (1972) HP-39G (2000)Source: WikipediaSource: Kubanczyk (Flickr)
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Context of (Prototype) Use
• How similar to intended product use?
• Social context?
• Technical context
• Mobile app on mobile
• Mobile app in mobile browser
• Mobile in desktop browser
• Mobile over Webex
• Environment – e.g. distractions, lab vs. home
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Refactoring
• How easy will it be to change the prototype?
• Can anyone change it?
• Paper = low skill
• Code = special skills
• Tool = different special skills
• When will we change the level of fidelity?
• Functionality
• Visual
• Content
• When will we stop iterating?
• When do we move from prototype to production (e.g.
code)?
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Planning for prototypes in the
UCD process:
• Prototype the 20% that will get 80% of use/value.
• Target the biggest risks & opportunities.
• For testing, prototype scope needs to cover scope of test
scenarios
• Level of prototype fidelity shouldn’t exceed the team’s level
of thinking (idea maturity).
• If too high? Less feedback, unrealistic expectations.
• If too low? Misinterpretation & unmitigated risks.
• There are “devils” in the details (i.e., interaction & content matter)
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A Few Thoughts on Agile
Agile is about getting to a prototype quicker.
• Agile kills documentation…documentation is not a
prototype.
• Agile simplifies “requirements” to generate a
working limited system more quickly
• But it does this often with a certain set of limitations in
terms of risks it adopts.
• “Prototypes” (aka MVP’s) often built with production
materials
• Only one variation at a time usually
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Do you need a Prototype?
• Some questions can be answered without a
prototype
• Tree tests & Card Sorts – Labels & Content Organization
• Will the prototype help answer questions? Is
change possible?
• If not, why create a prototype?