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Experiential and adaptive design thinking
Published in Tania Allen, Solving Critical Design Problems, 2019
Prototypes can be full-scale or miniaturized version of the existing. Industrial designers might make an actual physical representation of the design object, interaction designers might make a paper prototype of an interface that they are creating, and architects and landscape architects might create a model. Each of these forms has slightly different outcomes in terms of what the design is attempting to achieve and how a user might interact or respond to it. The architectural model is a form of prototype, with the goal of better understanding the physical, tactical, and material impacts of the design. It’s particularly interesting to consider how the model might be used as a way for users to gain a better understanding of the design from a first person perspective, and as a sort of user survey tool. Rapid prototyping uses everyday materials to create simple, rough prototypes that users can start to interact with to better understand the way a design will look, feel, or operate. The industrial design firm IDEO is well known for these types of prototypes and used them early on in the process—even before sketches have been done—to get a feeling for how a design will work. Paper prototyping is another form of simple prototyping and like storyboarding and user mapping, the goal of the prototype is not to examine every detail of the design, but to look at key moments of interaction or user experience. They can also be used to test out variations or iterations of a design before getting to a finalized version of it.
Build Out an Operative Image
Published in Brian Still, Kate Crane, Fundamentals of User-Centered Design, 2017
The point of paper prototyping, especially as a design tool, is that it allows you to involve users to interact with a simulation of the product early on in the process. The drawback is that the paper prototype isn’t really functional like a website or any other high-fidelity product like software, hardware, or a mobile app that it simulates. Consequently, you cannot really gather more definitive, quantitative measures of the prototype’s effectiveness, such as counting how many mouse clicks it takes to find something, how long it takes to complete a task, or how long users take between steps (called dwell time) when trying to do something.
Design Thinking to Mobile App Development
Published in Kaushik Kumar, Muralidhar Kurni, Design Thinking, 2023
Anupama Namburu, Prabha Selvaraj
Low-fidelity prototyping: Low-fidelity prototypes are often in paper form and do not permit interactions between users. Paper Prototyping is a quick and easy way to illustrate a concept of your product using just a pen and paper. This is also the most cost-effective method of prototyping. With paper prototyping, you can sketch the primary layout of the screen, with basic features and shapes.
The Developers’ Design Thinking Toolbox in Hackathons: A Study on the Recurring Design Methods in Software Development Marathons
Published in International Journal of Human–Computer Interaction, 2023
Kiev Gama, George Valença, Pedro Alessio, Rafael Formiga, André Neves, Nycolas Lacerda
Before starting the development of the product (i.e., a functional prototype), a good practice we identified in practically all interviews (Table 4) was doing some form of prototyping (Hanington & Martin, 2012), either low-fidelity or high-fidelity prototyping, which are very helpful to convey an idea and to quickly get user validation. Most of the interviewees said they do at least some sketches on paper, as in the case of 24 h hackathons where many times groups have little time to prototype before development. Usually, participants do some lo-fi prototyping with sketches on paper or whiteboards. Paper prototyping (Snyder, 2003) helps design, create and test user interfaces. These prototypes are useful for discussing and quickly validating project ideas with mentors or other participants before jumping into development. In longer hackathons (e.g, 36 h or 48 h), groups may sometimes do lo-fidelity prototypes already using specific tools for prototyping mock-ups (e.g., Balsamiq). Some create hi-fi prototypes with tools specific for that (e.g., Figma, Sketch), simulating some interactions or providing look-and-feel details resembling the software to be developed. We observed that depending on the available time and performance of the team some groups would decide if both hi-fi and lo-fi prototypes or just one type would be done. The quote of participant P9 illustrates that there is no rule of thumb:
Towards Citizen Science-Inspired Learning Activities: The Co-design of an Exploration Tool for Teachers Following a Human-Centred Design Approach
Published in International Journal of Human–Computer Interaction, 2023
Miriam Calvera-Isabal, Patricia Santos, Davinia Hernández-Leo
Paper prototyping is a paper-based method used to evaluate tool usability before developing them (Snyder, 2003). It was used in this study by final users to design the prototype through drawing, to write out important aspects and to place cards which contain possible functionalities . This helped us to identify key design elements and whether they were repeated within designs. By drawing or positioning elements on paper, designers illustrate how the tool might be and behave. Users, acting as testers, have to explore and evaluate low-fidelity prototypes and identify how they can be improved or re-designed. In some cases, users are asked to conceptualise the tool by creating their own designs (i.e., the blank-page technique) and illustrating how the tool should be based on their previous experience or conceptual models (Still & Morris, 2010).