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Production
Published in Wanda Grimsgaard, Design and Strategy, 2023
Dummies, mockups and prototypes are different model concepts that can be linked to different stages of a development process, either digitally or physically. The terms are often interchangeable, and many use ‘prototype’ as a collective term. In general, one can say that a dummy is made early in the sketching process with whatever you have at hand. It is often created to explore different sketches, themes or concepts in the ideas phase, especially in terms of form and materiality. A dummy can also be more complex, such as a handmade copy of a finished hardbound book or magazine, with the correct paper, format, and weight, with or without text and images. A mockup is a term for a model of a full-size design, e.g. product or packaging, used by designers mainly for testing and obtaining feedback from users. At the same time, we can say that a mockup is a prototype if it provides at least one part of the functionality of a system and makes it possible to test the design (Vieru, 2009). The term prototype3 is originally used for an early sample or model of a product built to test and evaluate a concept or a new design to enhance precision. Prototype is also referred to as a model that closely resembles the final result, e.g. a preliminary version of the product in order to demonstrate and test its function and design before the product is produced.
Learning Engineering is Human-Centered
Published in Jim Goodell, Janet Kolodner, Learning Engineering Toolkit, 2023
Khanh-Phuong Thai, Scotty D. Craig, Jim Goodell, Jodi Lis, Jordan Richard Schoenherr, Janet Kolodner
Design ideas can be critiqued, tested, refined, and extended only if they are concrete enough so that everyone on the design team, stakeholders, clients, and end users, all have the same understanding of a design in progress. This is done through prototyping. A prototype brings design ideas to life, providing the certainty needed to judge the extent to which requirements are addressed.38 Prototypes might represent a design statically or may be created to simulate actions of and interactions with a proposed product. One of the adages of the design thinking approach is to “prototype early and often.” Making a design idea concrete through a prototype allows discovery of design issues early in the process, providing the design team opportunities to get support from stakeholders and clients early in the process so that necessary refinements of vision and scope can be made early in the life cycle. Prototypes range from low-fidelity paper prototypes and wireframes to high-fidelity mock-ups that give a visual representation of the system, to interactive high-fidelity prototypes that look and act like the actual system but with the necessary code or functionality needed to answer questions relevant to the current cycle. Prototyping is done for each iterative cycle, with appropriate end users and stakeholders using each successive prototype to critique or test the design in progress. The value of prototyping is illustrated in the three examples below.
Effective User Feedback: The Practical Value of Mock-ups
Published in Chris Bearman, Anjum Naweed, Jillian Dorrian, Janette Rose, Drew Dawson, Evaluation of Rail Technology, 2017
Gareth Hughes, Airdrie Long, Anne Maddock, Chris Bearman
Mock-ups can be an extremely effective way of gaining valuable user feedback and can be used cost-effectively throughout projects to improve design. Provided that the user feedback process is managed appropriately the information gained is invaluable for the success of the design and user acceptance of the final product. This can be of significant benefit to both the organisation and the designer. To enable the benefits from user feedback to be gained, the user feedback process must be structured, timely and continual – starting at the concept phase and running through to the detailed design stage. This process should be reflected in contractual documentation.
Tailoring eHealth design to support the self-care needs of patients with cardiovascular diseases: a vignette survey experiment
Published in Behaviour & Information Technology, 2022
Roberto Rafael Cruz-Martínez, Jobke Wentzel, Robbert Sanderman, Julia E. W. C. van Gemert-Pijnen
On the other hand, a mock-up was created to contextualise the presentation of key components for an eHealth intervention (right in Figure 2). Mock-ups are a way to provide medium-fidelity representations of a design, and can complement other forms of description such as text or diagrams (Burns 2018). A smartphone app was chosen as the mode of delivery because it is often used in eHealth interventions that combine monitoring and coaching to promote healthier lifestyles, and several examples were known by the research team from periodic literature searches and a systematic review of eHealth interventions for CVD (Cruz-Martínez, Wentzel, and Asbjørnsen 2020; Cruz-Martínez, Noort, and Asbjørnsen 2019). In short, the mock-up mimicked a smartphone app, its interface and presented a visualisation of active technological devices and its key ingredients. To make sure the depictions of the self-care needs or design strategies were clear, each vignette was iteratively revised with input from researchers of the department of Psychology, Health and Technology of the University of Twente, who were not involved in the study.
Participatory ergonomics approaches to design and intervention in workspaces: a literature review
Published in Theoretical Issues in Ergonomics Science, 2023
Österman, Berlin, and Bligård (2016) used a set of models to establish face-to-face debates: 2 D, CAD, 1:16 model and 1:1 mock-up. Bayramzadeh et al. (2018) also used a mock-up. Mock-ups are full-scale models of a drawing that are used for teaching, demonstration, evaluation, or other purposes to allow for the performance of tests (Bayramzadeh et al. 2018). Ipsen et al. (2020) used tapes, bricks, and plastic balls, that is, leaving it up to the users themselves to make their objects. Mazur et al. (2017) and Mallam, Lundh, and MacKinnon (2017) in turn used software such as Simio and E-SET. Jun et al. explored Lean tools as well as Mazur et al., also adding canvas models for project management and other methods.
Supporting Social Interaction in Care Environments: Exploring Stakeholder Perspectives on the Potential of Interactive Technology
Published in International Journal of Human–Computer Interaction, 2019
After experimenting with the demo application, the participants were asked to co-design mock-ups representing their visions of social inclusion technology at the care center. We invited them to work in groups and come up with ideas and concepts as to how large interactive wall, floor, or table displays could be used to promote and support social interactions. The participants were encouraged to use a set of low-fidelity prototyping tools (pen, paper, post-its, clip-art, etc.) to build user interface mock-ups and use colored tape to mark the display area.