A prototype simulates the user experience of a product or service and helps test usability, interactivity, and feasibility. It does not need to be perfect, just fit for its purpose of validating assumptions within given budget and time constraints. There are different types of prototypes for different stages including paper prototypes, experience prototypes, software and hardware tools, storyboards, and physical prototypes. Prototypes range from early, low-fidelity prototypes to refined alpha and beta prototypes used for further development and testing before full production.
3. What is a prototype?
proto + typos
meaning ‘first impression’
4. What is not a prototype?
Sketches - explore ideas quickly
Wireframes - map out structure
Mockups - refined representation of final
static
5. a good prototype should ...
simulate the user-experience of your product or service
help experience usability
interactivity
feasibility
not be perfect, just fit for purpose
assumptions
budget
time constraint
6. a good prototype should ...
simulate the user-experience of your product or service
help experience usability
interactivity
feasibility
not be perfect, just fit for purpose
looks like, behaves like, works like
11. A person plays the ‘computer’,
acting out responses to the
user’s actions on the drawing.
Excerpted from: Snyder, C., Paper Prototyping: The Fast and Easy Way
to Design and Refine User Interfaces, Morgan Kaufmann, 2003.
13. Nokia and IDEO - Maypole Experiment
Early market test for concept of photo sharing via mobile
communication
14. Nokia and IDEO - Maypole Experiment
Early market test for concept of photo sharing via mobile
communication
➔ prototype required a power pack and transceiver that
children had to carry around in a rucksack
➔ “Despite heavy backpacks... the children were happy
to integrate picture-sending and receiving into their
daily activity”
➔ confirmed the potential of the proposition