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Prototype

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Prototype

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  6. 6. Dishmaker by Ted Selker and Leonardo Bonanni from MIT<br />
  7. 7. prototype: what?<br />service/<br />experience<br />space<br />product<br />story<br />works like<br />looks like<br />interacts like<br />
  8. 8. prototyping . . .<br />is the iterative generation of artifacts intended to answer questions that get you closer to your final solution <br />is creating a concrete embodiment of a concept which become a way to test your hypotheses<br />is building to think<br />
  9. 9. prototyping . . .<br />is an attitude<br />
  10. 10. prototype: why?<br />to gain empathy<br />to explore<br />to test<br />to inspire<br />understand the design space<br />build to think<br />test and refine solutions<br />inspire with your prototype<br />
  11. 11. prototype: fail early and often<br />cost of failure vs. project time<br />
  12. 12. prototype: fail early and often<br />risk and cost vs. iteration cycles<br />
  13. 13. prototype: identify a variable<br />
  14. 14. prototype: identify a variable<br />
  15. 15. prototype: identify a variable<br />
  16. 16. prototype: scale resolution<br />“Like this?”<br />“Mm, yes like that.”<br />Developed for Gyrus ACMI, ENT Division<br />
  17. 17. prototype: create experiences<br />
  18. 18. prototype: let go<br />Embrace v 0.0<br />Embrace v 1.0<br />
  19. 19. prototype: how?<br />prototype resolution should match the progress of your development <br />identify the variable <br />you want to explore<br />create<br />experiences<br />let go of your<br />prototypes<br />
  20. 20. prototype now<br />
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  23. 23. PROTOTYPE<br />TODAY:<br />DEEPER EXPLORATION<br /><ul><li> Prototype using analogous situations
  24. 24. Prototyping intangibles [digital & service]</li></li></ul><li>PROTOTYPE . . .<br />using ANALOGOUS SITUATIONS<br />-helpful if the context is inaccessible<br />-helpful if you’re stuck<br />-helpful if the problem is intangible<br />
  25. 25. PROTOTYPE . . .<br />ANALOGOUSLY<br />
  26. 26. PROTOTYPE . . .<br />ANALOGOUSLY<br />
  27. 27. PROTOTYPE . . .<br />ANALOGOUSLY<br />Help people in despair<br />
  28. 28. PROTOTYPE . . .<br />ANALOGOUSLY<br />Placeholders<br />
  29. 29. PROTOTYPE . . .<br />ANALOGOUSLY<br />
  30. 30. PROTOTYPE . . .<br />ANALOGOUSLY<br />Gone to the ATM<br />
  31. 31. PROTOTYPE . . .<br />ANALOGOUSLY<br />
  32. 32. PROTOTYPE . . .<br />ANALOGOUSLY<br />Happy customer back in line<br />
  33. 33. PROTOTYPE . . .<br />AT SCALE<br />
  34. 34. PROTOTYPE . . .<br />AT SCALE<br />

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