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UNIT III : Experiment
By
Mr.S.Selvaraj
Asst. Professor (SRG) / CSE
Kongu Engineering College
Perundurai, Erode, Tamilnadu, India
20CDT23 – Design Thinking
Thanks to and Resource from : Lee Chong Hwa, "Design Thinking The Guidebook", NA Edition, Design Thinking Master Trainers of Bhutan, NA, 2017.
Unit Wise Syllabus – DT
7/7/2022 UNIT III _ EXPERIMENT 2
Unit III : Contents
1. Experiment – Methods and Tools
2. Ideation
3. SCAMPER
4. Analogous Inspiration
5. Deconstruct & Reconstruct
6. User Experience Journey
7. Prototyping
8. Idea Refinement
7/7/2022 3
UNIT III _ EXPERIMENT
Experiment Phase
• In experiment phase, huge quantity of ideas
are generated by brain storming using the
ideation tools.
• The ideas are then prototyped to provide user
with ideal user experience journey.
7/7/2022 UNIT III _ EXPERIMENT 4
Purpose of Experiment Phase
• To brainstorm quantity and variety of ideas
around user deep needs.
• To make ideas tangible and visible through
building prototypes and visualizing the ideal
user experience.
7/7/2022 UNIT III _ EXPERIMENT 5
Experiment – Methods & Tools and
Mindset & Attitudes and Process
7/7/2022 UNIT III _ EXPERIMENT 6
Experiment - Methods and Tools
• Four Methods and Tools of Experiment.
– Ideation (SCAMPER, ANALOGY INSPIRATION, DCONSTRUCT
& RECONSTRUCT)
– User Experience Design
– Prototyping
– Idea Refinement
7/7/2022 UNIT III _ EXPERIMENT 7
Ideation by SCAMPER
• SCAMPER is a tool to generate new ideas from different
perspective.
• SCAMPER is a creative brainstorming technique that stretches the
parameters of thinking to generate new ideas from different
perspective.
• Given any object you use SCAMPER to generate new ideas
7/7/2022 UNIT III _ EXPERIMENT 8
7 Rules of Idea Generation
1. Stay focused on the topic
2. Go for quantity
3. Be visual
4. One conservation at a time
5. Encourage wild ideas
6. Defer judgement
7. Build on ideas of others
7/7/2022 UNIT III _ EXPERIMENT 9
SCAMPER Tool
7/7/2022 UNIT III _ EXPERIMENT 10
T29: SCAMPER Worksheet
7/7/2022 UNIT III _ EXPERIMENT 11
T30: RECONNECTING PERSONAS
7/7/2022 List of Templates for CAT III 12
When to Use SCMPER
• When there is need to generate huge
quantities and variety of ideas
7/7/2022 UNIT III _ EXPERIMENT 13
How to use SCAMPER for Ideation
7/7/2022 UNIT III _ EXPERIMENT 14
Sample
7/7/2022 UNIT III _ EXPERIMENT 15
Ideation by using POEMS
• Ideation can also be done using POEMS
7/7/2022 UNIT III _ EXPERIMENT 16
Ideation using Analogy Inspiration
• Draw insights and inspiration from seemingly unrelated
industry to spark creative and innovative ideas
• Analogous inspiration helps to draw innovative ideas from
various organization and industries.
• It provides different perspective and prompts new and
creative ideas.
7/7/2022 UNIT III _ EXPERIMENT 17
When to use Analogy Inspiration
• To generate variety and quantity of ideas
7/7/2022 UNIT III _ EXPERIMENT 18
How to Use Analogy Inspiration
7/7/2022 UNIT III _ EXPERIMENT 19
Sample 1
7/7/2022 UNIT III _ EXPERIMENT 20
Sample 2
7/7/2022 UNIT III _ EXPERIMENT 21
Ideation by Deconstruct and Reconstruct
• Deconstruct & Reconstruct is the process of
taking a product or service and initially breaking
it down into its
– essential parts;
– core components;
– key elements,
– significant strengths etc
• and then reconstruct idea and imagine new
possibilities by combining
features/characteristic .
7/7/2022 UNIT III _ EXPERIMENT 22
Ideation by Deconstruct and Reconstruct
7/7/2022 UNIT III _ EXPERIMENT 23
When to use Deconstruct & Reconstruct
• To generate innovative and creative ideas
7/7/2022 UNIT III _ EXPERIMENT 24
How to use Deconstruct & Reconstruct
7/7/2022 UNIT III _ EXPERIMENT 25
Sample
7/7/2022 UNIT III _ EXPERIMENT 26
Idea Generation for your Design Challenge
• Having gone through all the methods of ideation/brainstorming, now it is
time to generate ideas for your design challenge/ problem.
• What to Do?
– Reference your persona’s deep or unmet need.
– Phrase the personas’ unmet need into a possibility question as: “How Might
we.....” Write the question on a big Post-it and place it in the middle of a large
sheet of paper: “e.g. How might we make Anxious Andu feel Connected with
RCSC and be Engaged in learning process while at RIM?”
– Generate quantity and variety of ideas around the person’s need.
– Sketch or write 1 idea on 1 post-it. Share ideas (1 at a time), and keep
generating ideas. Go for volume. (Use the 3 + 3 + 4 method)
– Use SCAMPER, POEMS, WHAT IF or other methods to inspire and spark
creative and possibility thinking.
– Pick One Idea and brainstorm in more details.
– Cluster the ideas by intention and identify themes.
•
7/7/2022 UNIT III _ EXPERIMENT 27
Four steps
• All the activities pointed out in the PREVIOUS
SLIDE are detailed in four steps as below:
7/7/2022 UNIT III _ EXPERIMENT 28
7/7/2022 UNIT III _ EXPERIMENT 29
7/7/2022 UNIT III _ EXPERIMENT 30
7/7/2022 UNIT III _ EXPERIMENT 31
Clustering Ideas by Theme Sample
7/7/2022 UNIT III _ EXPERIMENT 32
From Idea to Concept
• A concept is a meaningful and seamless
combination and/or integration of related
ideas to for a concept (or big idea) that best
addresses the target user’s deep need(s).
• The concept should clearly demonstrate and
articulate the target user’s deep need(s) and
benefits that the target user desires from you
to deliver.
7/7/2022 UNIT III _ EXPERIMENT 33
Step 5
7/7/2022 UNIT III _ EXPERIMENT 34
Step 6
7/7/2022 UNIT III _ EXPERIMENT 35
User Experience Journey / Design
• User experience design is the process of
creating positive and great experiences by
enhancing the user satisfaction.
• It is focused on the user and involves the
process from how the person discovers the
product/ services to how he/she uses it to
achieve a goal.
• It outlines the details as to whether the ideas
may or may not work from user perspective.
7/7/2022 UNIT III _ EXPERIMENT 36
When to use User Experience Design
• To generate details of the big idea.
• To check the viability of the big ideas
7/7/2022 UNIT III _ EXPERIMENT 37
Sample 1
7/7/2022 UNIT III _ EXPERIMENT 38
Sample 2
7/7/2022 UNIT III _ EXPERIMENT 39
How to Map User Experience Journey
• User experience journey includes the entire
process from how the user discovers the
product, service, process to how he/she uses it
to achieve a goal.
• It consists of phases/stages of the behavior and
touch-points across time and space.
• The user journey is based on user insight, deep
needs, behaviors and include interactions,
emotions and experiences.
• User Experience Journey mapping can be done in
four steps:
7/7/2022 UNIT III _ EXPERIMENT 40
7/7/2022 UNIT III _ EXPERIMENT 41
Sample User Journey till step 2. Under each emotion
symbol, you can give naratives to describe behaviour
and emotion of the persona in this journey
7/7/2022 UNIT III _ EXPERIMENT 42
Complete User Experience Journey
7/7/2022 UNIT III _ EXPERIMENT 43
Prototyping
• Prototyping is an approach that makes ideas
and concepts more tangible and visual as
compared to written ideas.
• It helps us to empathize with the user in
terms of the viability of the solution and
further minimizes the risk of failure at large
scale.
7/7/2022 UNIT III _ EXPERIMENT 44
Introduction
• Rapid prototyping is the creation of visual (and
sometimes experiential) manifestations of concepts.
• It is an iterative set of activities, done quickly, aimed
at transforming the concepts generated in the What
if stage into feasible, testable models.
• In prototyping, you give your concepts detail, form,
and nuance— you bring them to life.
7/7/2022 UNIT III _ EXPERIMENT 45
Rapid prototyping
• Early prototypes are often crude and unfinished in
appearance, and they are supposed to look like “works in
progress.”
• High-fidelity 2D prototypes are more developed, usually
taking the form of
• storyboards,
• user scenarios,
• experience journeys, and
• business concept illustrations.
• Eventually, you will use 3D prototypes that are “built out” (in
design language) working models that contain more features
and details.
7/7/2022 UNIT III _ EXPERIMENT 46
Early Vs Functional Vs Market Prototypes
7/7/2022 UNIT III _ EXPERIMENT 47
Rapid prototyping...
• When to use it: Build prototypes early and often.
You prototype to learn rather than to “test” a
theoretically finished offering.
• You want the process to be simple and quick so that
you can “make mistakes faster,” identifying areas
that can be improved while agreeing on those that
are working.
• Sooner is better than later.
7/7/2022 UNIT III _ EXPERIMENT 48
Rapid prototyping...
• Why rapid prototyping de-risks your growth
project: Prototyping uses an affordable loss
calculation: What is learning worth?
• What amount can you afford to lose to learn
something that your competitors don’t know (even
if you don’t move the concept forward).
• It is all about minimizing the “I” part of ROI, which
allows you to test many variations of concepts,
bringing more of what designers call “optionality”
into the design process.
7/7/2022 UNIT III _ EXPERIMENT 49
Rapid prototyping...
• The cost of a simple 2D prototype could be as low as a pen
and some paper.
• We can afford to do lots of 2D prototypes—and to prototype
individual parts of a concept as well as the whole thing.
• By making abstract ideas tangible to potential partners and
customers, you can better facilitate meaningful conversation
and feedback about them.
• The purpose of prototyping is to create something quickly
that can then be
• tested with users,
• refined, and
• socialized with a broader audience.
7/7/2022 UNIT III _ EXPERIMENT 50
Prototype types
• Two Types:
1. Low fidelity Prototypes
2. High-fidelity Prototypes
• First we’ll try out a low-fidelity prototype on
some customers and see how it goes.
• If it succeeds, we’ll build a higher-fidelity
prototype of our idea and see if any
customers are willing to part with their money
for it.
7/7/2022 UNIT III _ EXPERIMENT 51
Low – Fidelity Prototypes
• To create the simplest low-fidelity prototype, all
you need to have is a pen and paper.
• You, or the members of the team, can draw a
sketch showing your product usability.
• do not allow user interactions.
• low-fidelity prototypes takes little time because
the main focus is on design and concept.
• Techniques:
1. Paper Prototypes
2. Wireframes
• Tools:
1. Power Points
2. Adobe XD
7/7/2022 UNIT III _ EXPERIMENT 52
Paper Prototypes 1
7/7/2022 UNIT III _ EXPERIMENT 53
Paper Prototypes 2
7/7/2022 UNIT III _ EXPERIMENT 54
Paper Prototypes 3
7/7/2022 UNIT III _ EXPERIMENT 55
Use Stencil for paper prototyping
7/7/2022 UNIT III _ EXPERIMENT 56
High – Fidelity Prototypes
• High-fidelity prototype are computer-based, and usually allow
realistic (mouse-keyboard) user interactions.
• High-fidelity prototypes take you as close as possible to a true
representation of the user interface.
• High-fidelity prototype resembles the final product more.
Being an accurate representation of the product.
• High-fidelity prototype are makes it easier for the client and
test users to understand it.
• Even though the process of creating high-fidelity prototypes is
time-consuming, its results are worth it.
• Techniques:
1. Digital Prototypes (3D designs, animations)
2. Coded Prototypes – (starts with HTML, etc.)
7/7/2022 UNIT III _ EXPERIMENT 57
Digital Prototypes
7/7/2022 UNIT III _ EXPERIMENT 58
Rapid prototyping...
• Most tangible differences between design thinking and business
thinking is prototyping.
• As a manager, one can probably more adept at thinking without
drawing or prototyping. But he can not adept at helping others
see your thoughts.
• That is why you must prototype—to make your thoughts explicit
so that others can grasp them quickly and share their thoughts
with you.
• A good prototype can be 2D or 3D, it can take 60 seconds or 60
hours—but it always tells a story that invites other people into
an experience.
7/7/2022 UNIT III _ EXPERIMENT 59
Kinds of Rapid prototyping...
• Architects create blueprints and models
• Product designers build physical prototypes.
• Business prototypers, on the other hand, generally use visual
or narrative approaches: images and stories.
• Prototypes can even include role-playing and skits.
• Today’s computing power has given rise to a whole new set of
prototyping approaches: video games and simulations.
• Some prototypes capture a concept in its entirety; others
represent individual elements so that each can be tested
separately.
7/7/2022 UNIT III _ EXPERIMENT 60
Getting Started with Rapid prototyping...
• 1) Start small and simple.
• 2) Figure out the story that you want to tell.
• 3) Show, don’t tell.
• 4) Visualize multiple options.
• 5) Play with your prototypes, don’t defend them.
7/7/2022 UNIT III _ EXPERIMENT 61
Getting Started with Rapid prototyping...
• 1) Start small and simple.
• In our experience, nearly all firms build the sophisticated
kind of 3D prototypes.
• Those are great to help you figure out how to build
something, but at this stage we are more interested in
figuring out what (if anything) to build.
• For that reason, the most successful growth projects
prototype early and often.
• They permit their prototypes to feel unfinished.
• A prototype that leaves a little room for interpretation
invites the user to contribute to it and complete it.
7/7/2022 UNIT III _ EXPERIMENT 62
• 2) Figure out the story that you want to tell.
• Visualize the concept in pictures, using as few words
as possible.
• Add complexity, where appropriate, as you go.
• Forms of 2DPrototypes:
• Flowcharts,
• Storyboards,
• Metaphorical prototype,
• videos,
• interactive building blocks,
• Business concept illustrations.
Getting Started with Rapid prototyping...
7/7/2022 UNIT III _ EXPERIMENT 63
• 3) Show, don’t tell.
• Make the prototype feel real through mock imagery and
artifacts.
• Work on creating empathy—try to bring the observer into
the concept.
• Focus on capturing details of how the concept will work and
how people will experience it.
• Make the choices concrete.
• Use
• stories,
• maps,
• images, and
• movie trailers to spark conversation.
Getting Started with Rapid prototyping...
7/7/2022 UNIT III _ EXPERIMENT 64
• 4) Visualize multiple options.
• Create some choices to be made.
• Be willing to move the sheets.
• 5) Play with your prototypes, don’t defend them.
• Let others validate them —not the people who created
them.
• But always keep in mind what you are testing.
• Prototypes are about testing the assumptions you’ve
identified as critical.
Getting Started with Rapid prototyping...
7/7/2022 UNIT III _ EXPERIMENT 65
How to carry out Prototyping?
7/7/2022 UNIT III _ EXPERIMENT 66
Sample
7/7/2022 UNIT III _ EXPERIMENT 67
List of Templates so for we seen..
7/7/2022 UNIT III _ EXPERIMENT 68
• T29: SCAMPER Worksheet
• T30: SCAMPER – Reconnecting With Our Personas
Thank You
7/7/2022 UNIT III _ EXPERIMENT 69

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[PPT] _ Unit 3 _ Experiment.pptx

  • 1. UNIT III : Experiment By Mr.S.Selvaraj Asst. Professor (SRG) / CSE Kongu Engineering College Perundurai, Erode, Tamilnadu, India 20CDT23 – Design Thinking Thanks to and Resource from : Lee Chong Hwa, "Design Thinking The Guidebook", NA Edition, Design Thinking Master Trainers of Bhutan, NA, 2017.
  • 2. Unit Wise Syllabus – DT 7/7/2022 UNIT III _ EXPERIMENT 2
  • 3. Unit III : Contents 1. Experiment – Methods and Tools 2. Ideation 3. SCAMPER 4. Analogous Inspiration 5. Deconstruct & Reconstruct 6. User Experience Journey 7. Prototyping 8. Idea Refinement 7/7/2022 3 UNIT III _ EXPERIMENT
  • 4. Experiment Phase • In experiment phase, huge quantity of ideas are generated by brain storming using the ideation tools. • The ideas are then prototyped to provide user with ideal user experience journey. 7/7/2022 UNIT III _ EXPERIMENT 4
  • 5. Purpose of Experiment Phase • To brainstorm quantity and variety of ideas around user deep needs. • To make ideas tangible and visible through building prototypes and visualizing the ideal user experience. 7/7/2022 UNIT III _ EXPERIMENT 5
  • 6. Experiment – Methods & Tools and Mindset & Attitudes and Process 7/7/2022 UNIT III _ EXPERIMENT 6
  • 7. Experiment - Methods and Tools • Four Methods and Tools of Experiment. – Ideation (SCAMPER, ANALOGY INSPIRATION, DCONSTRUCT & RECONSTRUCT) – User Experience Design – Prototyping – Idea Refinement 7/7/2022 UNIT III _ EXPERIMENT 7
  • 8. Ideation by SCAMPER • SCAMPER is a tool to generate new ideas from different perspective. • SCAMPER is a creative brainstorming technique that stretches the parameters of thinking to generate new ideas from different perspective. • Given any object you use SCAMPER to generate new ideas 7/7/2022 UNIT III _ EXPERIMENT 8
  • 9. 7 Rules of Idea Generation 1. Stay focused on the topic 2. Go for quantity 3. Be visual 4. One conservation at a time 5. Encourage wild ideas 6. Defer judgement 7. Build on ideas of others 7/7/2022 UNIT III _ EXPERIMENT 9
  • 10. SCAMPER Tool 7/7/2022 UNIT III _ EXPERIMENT 10
  • 11. T29: SCAMPER Worksheet 7/7/2022 UNIT III _ EXPERIMENT 11
  • 12. T30: RECONNECTING PERSONAS 7/7/2022 List of Templates for CAT III 12
  • 13. When to Use SCMPER • When there is need to generate huge quantities and variety of ideas 7/7/2022 UNIT III _ EXPERIMENT 13
  • 14. How to use SCAMPER for Ideation 7/7/2022 UNIT III _ EXPERIMENT 14
  • 15. Sample 7/7/2022 UNIT III _ EXPERIMENT 15
  • 16. Ideation by using POEMS • Ideation can also be done using POEMS 7/7/2022 UNIT III _ EXPERIMENT 16
  • 17. Ideation using Analogy Inspiration • Draw insights and inspiration from seemingly unrelated industry to spark creative and innovative ideas • Analogous inspiration helps to draw innovative ideas from various organization and industries. • It provides different perspective and prompts new and creative ideas. 7/7/2022 UNIT III _ EXPERIMENT 17
  • 18. When to use Analogy Inspiration • To generate variety and quantity of ideas 7/7/2022 UNIT III _ EXPERIMENT 18
  • 19. How to Use Analogy Inspiration 7/7/2022 UNIT III _ EXPERIMENT 19
  • 20. Sample 1 7/7/2022 UNIT III _ EXPERIMENT 20
  • 21. Sample 2 7/7/2022 UNIT III _ EXPERIMENT 21
  • 22. Ideation by Deconstruct and Reconstruct • Deconstruct & Reconstruct is the process of taking a product or service and initially breaking it down into its – essential parts; – core components; – key elements, – significant strengths etc • and then reconstruct idea and imagine new possibilities by combining features/characteristic . 7/7/2022 UNIT III _ EXPERIMENT 22
  • 23. Ideation by Deconstruct and Reconstruct 7/7/2022 UNIT III _ EXPERIMENT 23
  • 24. When to use Deconstruct & Reconstruct • To generate innovative and creative ideas 7/7/2022 UNIT III _ EXPERIMENT 24
  • 25. How to use Deconstruct & Reconstruct 7/7/2022 UNIT III _ EXPERIMENT 25
  • 26. Sample 7/7/2022 UNIT III _ EXPERIMENT 26
  • 27. Idea Generation for your Design Challenge • Having gone through all the methods of ideation/brainstorming, now it is time to generate ideas for your design challenge/ problem. • What to Do? – Reference your persona’s deep or unmet need. – Phrase the personas’ unmet need into a possibility question as: “How Might we.....” Write the question on a big Post-it and place it in the middle of a large sheet of paper: “e.g. How might we make Anxious Andu feel Connected with RCSC and be Engaged in learning process while at RIM?” – Generate quantity and variety of ideas around the person’s need. – Sketch or write 1 idea on 1 post-it. Share ideas (1 at a time), and keep generating ideas. Go for volume. (Use the 3 + 3 + 4 method) – Use SCAMPER, POEMS, WHAT IF or other methods to inspire and spark creative and possibility thinking. – Pick One Idea and brainstorm in more details. – Cluster the ideas by intention and identify themes. • 7/7/2022 UNIT III _ EXPERIMENT 27
  • 28. Four steps • All the activities pointed out in the PREVIOUS SLIDE are detailed in four steps as below: 7/7/2022 UNIT III _ EXPERIMENT 28
  • 29. 7/7/2022 UNIT III _ EXPERIMENT 29
  • 30. 7/7/2022 UNIT III _ EXPERIMENT 30
  • 31. 7/7/2022 UNIT III _ EXPERIMENT 31
  • 32. Clustering Ideas by Theme Sample 7/7/2022 UNIT III _ EXPERIMENT 32
  • 33. From Idea to Concept • A concept is a meaningful and seamless combination and/or integration of related ideas to for a concept (or big idea) that best addresses the target user’s deep need(s). • The concept should clearly demonstrate and articulate the target user’s deep need(s) and benefits that the target user desires from you to deliver. 7/7/2022 UNIT III _ EXPERIMENT 33
  • 34. Step 5 7/7/2022 UNIT III _ EXPERIMENT 34
  • 35. Step 6 7/7/2022 UNIT III _ EXPERIMENT 35
  • 36. User Experience Journey / Design • User experience design is the process of creating positive and great experiences by enhancing the user satisfaction. • It is focused on the user and involves the process from how the person discovers the product/ services to how he/she uses it to achieve a goal. • It outlines the details as to whether the ideas may or may not work from user perspective. 7/7/2022 UNIT III _ EXPERIMENT 36
  • 37. When to use User Experience Design • To generate details of the big idea. • To check the viability of the big ideas 7/7/2022 UNIT III _ EXPERIMENT 37
  • 38. Sample 1 7/7/2022 UNIT III _ EXPERIMENT 38
  • 39. Sample 2 7/7/2022 UNIT III _ EXPERIMENT 39
  • 40. How to Map User Experience Journey • User experience journey includes the entire process from how the user discovers the product, service, process to how he/she uses it to achieve a goal. • It consists of phases/stages of the behavior and touch-points across time and space. • The user journey is based on user insight, deep needs, behaviors and include interactions, emotions and experiences. • User Experience Journey mapping can be done in four steps: 7/7/2022 UNIT III _ EXPERIMENT 40
  • 41. 7/7/2022 UNIT III _ EXPERIMENT 41
  • 42. Sample User Journey till step 2. Under each emotion symbol, you can give naratives to describe behaviour and emotion of the persona in this journey 7/7/2022 UNIT III _ EXPERIMENT 42
  • 43. Complete User Experience Journey 7/7/2022 UNIT III _ EXPERIMENT 43
  • 44. Prototyping • Prototyping is an approach that makes ideas and concepts more tangible and visual as compared to written ideas. • It helps us to empathize with the user in terms of the viability of the solution and further minimizes the risk of failure at large scale. 7/7/2022 UNIT III _ EXPERIMENT 44
  • 45. Introduction • Rapid prototyping is the creation of visual (and sometimes experiential) manifestations of concepts. • It is an iterative set of activities, done quickly, aimed at transforming the concepts generated in the What if stage into feasible, testable models. • In prototyping, you give your concepts detail, form, and nuance— you bring them to life. 7/7/2022 UNIT III _ EXPERIMENT 45
  • 46. Rapid prototyping • Early prototypes are often crude and unfinished in appearance, and they are supposed to look like “works in progress.” • High-fidelity 2D prototypes are more developed, usually taking the form of • storyboards, • user scenarios, • experience journeys, and • business concept illustrations. • Eventually, you will use 3D prototypes that are “built out” (in design language) working models that contain more features and details. 7/7/2022 UNIT III _ EXPERIMENT 46
  • 47. Early Vs Functional Vs Market Prototypes 7/7/2022 UNIT III _ EXPERIMENT 47
  • 48. Rapid prototyping... • When to use it: Build prototypes early and often. You prototype to learn rather than to “test” a theoretically finished offering. • You want the process to be simple and quick so that you can “make mistakes faster,” identifying areas that can be improved while agreeing on those that are working. • Sooner is better than later. 7/7/2022 UNIT III _ EXPERIMENT 48
  • 49. Rapid prototyping... • Why rapid prototyping de-risks your growth project: Prototyping uses an affordable loss calculation: What is learning worth? • What amount can you afford to lose to learn something that your competitors don’t know (even if you don’t move the concept forward). • It is all about minimizing the “I” part of ROI, which allows you to test many variations of concepts, bringing more of what designers call “optionality” into the design process. 7/7/2022 UNIT III _ EXPERIMENT 49
  • 50. Rapid prototyping... • The cost of a simple 2D prototype could be as low as a pen and some paper. • We can afford to do lots of 2D prototypes—and to prototype individual parts of a concept as well as the whole thing. • By making abstract ideas tangible to potential partners and customers, you can better facilitate meaningful conversation and feedback about them. • The purpose of prototyping is to create something quickly that can then be • tested with users, • refined, and • socialized with a broader audience. 7/7/2022 UNIT III _ EXPERIMENT 50
  • 51. Prototype types • Two Types: 1. Low fidelity Prototypes 2. High-fidelity Prototypes • First we’ll try out a low-fidelity prototype on some customers and see how it goes. • If it succeeds, we’ll build a higher-fidelity prototype of our idea and see if any customers are willing to part with their money for it. 7/7/2022 UNIT III _ EXPERIMENT 51
  • 52. Low – Fidelity Prototypes • To create the simplest low-fidelity prototype, all you need to have is a pen and paper. • You, or the members of the team, can draw a sketch showing your product usability. • do not allow user interactions. • low-fidelity prototypes takes little time because the main focus is on design and concept. • Techniques: 1. Paper Prototypes 2. Wireframes • Tools: 1. Power Points 2. Adobe XD 7/7/2022 UNIT III _ EXPERIMENT 52
  • 53. Paper Prototypes 1 7/7/2022 UNIT III _ EXPERIMENT 53
  • 54. Paper Prototypes 2 7/7/2022 UNIT III _ EXPERIMENT 54
  • 55. Paper Prototypes 3 7/7/2022 UNIT III _ EXPERIMENT 55
  • 56. Use Stencil for paper prototyping 7/7/2022 UNIT III _ EXPERIMENT 56
  • 57. High – Fidelity Prototypes • High-fidelity prototype are computer-based, and usually allow realistic (mouse-keyboard) user interactions. • High-fidelity prototypes take you as close as possible to a true representation of the user interface. • High-fidelity prototype resembles the final product more. Being an accurate representation of the product. • High-fidelity prototype are makes it easier for the client and test users to understand it. • Even though the process of creating high-fidelity prototypes is time-consuming, its results are worth it. • Techniques: 1. Digital Prototypes (3D designs, animations) 2. Coded Prototypes – (starts with HTML, etc.) 7/7/2022 UNIT III _ EXPERIMENT 57
  • 58. Digital Prototypes 7/7/2022 UNIT III _ EXPERIMENT 58
  • 59. Rapid prototyping... • Most tangible differences between design thinking and business thinking is prototyping. • As a manager, one can probably more adept at thinking without drawing or prototyping. But he can not adept at helping others see your thoughts. • That is why you must prototype—to make your thoughts explicit so that others can grasp them quickly and share their thoughts with you. • A good prototype can be 2D or 3D, it can take 60 seconds or 60 hours—but it always tells a story that invites other people into an experience. 7/7/2022 UNIT III _ EXPERIMENT 59
  • 60. Kinds of Rapid prototyping... • Architects create blueprints and models • Product designers build physical prototypes. • Business prototypers, on the other hand, generally use visual or narrative approaches: images and stories. • Prototypes can even include role-playing and skits. • Today’s computing power has given rise to a whole new set of prototyping approaches: video games and simulations. • Some prototypes capture a concept in its entirety; others represent individual elements so that each can be tested separately. 7/7/2022 UNIT III _ EXPERIMENT 60
  • 61. Getting Started with Rapid prototyping... • 1) Start small and simple. • 2) Figure out the story that you want to tell. • 3) Show, don’t tell. • 4) Visualize multiple options. • 5) Play with your prototypes, don’t defend them. 7/7/2022 UNIT III _ EXPERIMENT 61
  • 62. Getting Started with Rapid prototyping... • 1) Start small and simple. • In our experience, nearly all firms build the sophisticated kind of 3D prototypes. • Those are great to help you figure out how to build something, but at this stage we are more interested in figuring out what (if anything) to build. • For that reason, the most successful growth projects prototype early and often. • They permit their prototypes to feel unfinished. • A prototype that leaves a little room for interpretation invites the user to contribute to it and complete it. 7/7/2022 UNIT III _ EXPERIMENT 62
  • 63. • 2) Figure out the story that you want to tell. • Visualize the concept in pictures, using as few words as possible. • Add complexity, where appropriate, as you go. • Forms of 2DPrototypes: • Flowcharts, • Storyboards, • Metaphorical prototype, • videos, • interactive building blocks, • Business concept illustrations. Getting Started with Rapid prototyping... 7/7/2022 UNIT III _ EXPERIMENT 63
  • 64. • 3) Show, don’t tell. • Make the prototype feel real through mock imagery and artifacts. • Work on creating empathy—try to bring the observer into the concept. • Focus on capturing details of how the concept will work and how people will experience it. • Make the choices concrete. • Use • stories, • maps, • images, and • movie trailers to spark conversation. Getting Started with Rapid prototyping... 7/7/2022 UNIT III _ EXPERIMENT 64
  • 65. • 4) Visualize multiple options. • Create some choices to be made. • Be willing to move the sheets. • 5) Play with your prototypes, don’t defend them. • Let others validate them —not the people who created them. • But always keep in mind what you are testing. • Prototypes are about testing the assumptions you’ve identified as critical. Getting Started with Rapid prototyping... 7/7/2022 UNIT III _ EXPERIMENT 65
  • 66. How to carry out Prototyping? 7/7/2022 UNIT III _ EXPERIMENT 66
  • 67. Sample 7/7/2022 UNIT III _ EXPERIMENT 67
  • 68. List of Templates so for we seen.. 7/7/2022 UNIT III _ EXPERIMENT 68 • T29: SCAMPER Worksheet • T30: SCAMPER – Reconnecting With Our Personas
  • 69. Thank You 7/7/2022 UNIT III _ EXPERIMENT 69