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Learning Outcomes
At the end of the lecture, you should be able to:
Make simple, scrappy prototypes to not only save time, but to focus on
testing just the critical elements.
You might be trying to learn something like, “How big should this be?” or
“What should the uniforms of the social enterprise look like?” At this stage
you should have a lot of questions about how your idea should work.
• Prototypes are built so that designers can think about their solutions
in a different way (tangible product rather than abstract ideas), as well
as to fail quickly and cheaply, so that less time and money is invested
in an idea that turns out to be a bad one.
• For instance, when developing software, a design team may produce a number of paper
prototypes, which the user can gradually work through in order to demonstrate to the design team
or evaluators how they may tackle certain tasks or problems.
• When developing tangible devices, such as the computer mouse, designers may use a number of
different materials to enable them to test the basic technology underlying the product.
• With advances in 3D printing technology, producing prototypes is now often a more instant and low-
cost process, and as a result this has allowed designers to provide stakeholders with accurate and
testable/useable replica models before settling upon a particular design.
• Storyboarding.
• Sketching (although Bill Buxton, a pioneer
of human-computer interaction, argues
sketching is not an example of
prototyping).
• Card sorting.
• 'Wizard of Oz'.
02 PUTTING ON A SKIT
03 HOLDING A BRAINSTORM
Think through what kind of prototype makes the most
sense to answer these questions.
04 REFINED PROTYPE
Remember, this process is about learning, not getting it
right the first time.
1. Storyboard
2. Role-playing
3. Rapid Prototype
4. Business Model Canvas
5. Get Feedback
6. Integrate Feedback and Iterate
• Yet how will you know which experiments are set up for
success?
• Is it generative– will the experiment help you learn and grow the
idea you are testing? A good gauge is it will generate at least two
good learnings to help you adapt your idea.
Module Code and Module Title Title of Slides
Method of Experimenting
The best way for the coffee purveyor to see if this idea can be a
success is with a low cost, quick prototype through
storyboarding.