Undertake Project Activities

Proof of Concept
Proof of concept puts your initial ideas into a visual format, so they can be discussed and built upon. A proof of concept is a ‘mock up’ of how your project's product might look. Designers use POC’s to demonstrate that their concepts and ideas will achieve the client’s requirements. The POC should illustrate an understanding of the needs of the product’s or service’s audience and the use of appropriate media for the target audience. The POC may be produced as a prototype rather than the functional product. The prototype is made to look exactly like the product but without the product’s full functionality. Examples of Proof of Concepts (From Wikipedia):

Sky Captain and the World of Tomorrow, 300, and Sin City were all shot in front of a bluescreen with almost all backgrounds and props computer generated. Both used proof of concept short films to demonstrate how their finished product would look, and the technical capabilities of the medium. In the case of Sin City, the proof of concept short made by director Robert Rodriguez was also used to convince Frank Miller (the author and artist of the original graphic novel series) that his work would be treated in a respectful manner and thus to approve the release of the movie rights. Supposedly, Rodriguez also used the proof of concept to convince the actors he wanted to cast in various parts. The computer animation specialists Pixar sometimes create short animated films that include a proof of concept of a technically difficult task. Their short film Geri's Game (1997) included proofs of concept of the animation of cloth and of human facial expressions. These techniques were later used in the film Toy Story 2 (1999). Similarly, in preparation for the creation of the film Finding Nemo (2003), the team created several short proofs of concept to experiment with the animation of water movement, the tentacles of a sea anemone, and the slow appearance of a whale swimming toward the camera from a long distance. These proofs of concept demonstrated ways for the team to accomplish difficult technical tasks, or proved that a particular creative concept "worked" (or didn't work).

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