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Proof of Concept

A proof of concept (POC) is a prototype that demonstrates the feasibility and potential real-world application of an idea or concept, but does not represent a finished deliverable, with the overall objective being to solve technical problems or show that a product or business is financially viable. Proof of concept can involve research, prototypes with limited users, or packages submitted to stakeholders to evaluate projects or proposed acquisitions. While not directly impacting the market, proof of concept in software development is aimed at determining if an idea can be built or finding the best technologies for development.

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0% found this document useful (0 votes)
110 views2 pages

Proof of Concept

A proof of concept (POC) is a prototype that demonstrates the feasibility and potential real-world application of an idea or concept, but does not represent a finished deliverable, with the overall objective being to solve technical problems or show that a product or business is financially viable. Proof of concept can involve research, prototypes with limited users, or packages submitted to stakeholders to evaluate projects or proposed acquisitions. While not directly impacting the market, proof of concept in software development is aimed at determining if an idea can be built or finding the best technologies for development.

Uploaded by

Daniel Rinaldi
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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PROOF OF CONCEPT

A proof of concept (POC) is a demonstration, the purpose of which is to verify that


certain concepts or theories have the potential for real-world application. POC is
therefore a prototype that is designed to determine feasibility, but does not represent
deliverables.

Proof of concept is also known as proof of principle.

Proof of concept is a term with various interpretations in different areas. POC in


software development describes distinct processes with different objectives and
participant roles. POC may also refer to partial solutions involving a small number of
users acting in business roles to establish whether a system satisfies certain
requirements. The overall objective of POC is to find solutions to technical problems,
such as how systems can be integrated or throughput can be achieved through a given
configuration.

In the business world, POC is how startups demonstrate that a product is financially
viable. POC involves extensive research and review, and is submitted as a single
package to concerned parties. It includes examination of the revenue model, in which
companies show projected revenue from products and services, and indicate
development cost, long-term finance projections and how much the service costs to
maintain and market. It is an excellent way for a business to evaluate itself internally
and at proposed acquisitions and projects.

proof of concept in software development isn’t meant to have a direct impact on the market,
but it does influence it indirectly. It’s a process aimed at either determining whether your
software idea can actually be built (at all or at reasonable cost), or finding the most effective
technologies to use in the development

1. What can a user do with their mouse, finger, or stylus to directly interact with the
interface? This helps us define the possible user interactions with the product.
2. What about the appearance (colour, shape, size, etc.) gives the user a clue about how
it may function? This helps us give users clues about what behaviours are possible.
3. Do error messages provide a way for the user to correct the problem or explain why
the error occurred? This lets us anticipate and mitigate errors.
4. What feedback does a user get once an action is performed? This allows us to ensure
that the system provides feedback in a reasonable time after user actions.
5. Are the interface elements a reasonable size to interact with? Questions like this helps
us think strategically about each element used in the product.
6. Are familiar or standard formats used? Standard elements and formats are used to
simplify and enhance the learnability of a product
There is a set of common experiences that will encourage the user to continue playing. Four
are repeatedly encountered in well-designed games:

1. The user learns the rules of the game easily.

Few people want to play a game if they have to expend serious effort just to understand the
rules. All games have rules, but the best games either have very simple rules or present new
rules to the user in a gradual fashion, well before it becomes crucial to master them. Also,
rules must be conveyed to the user in an unambiguous manner.

2. The user is able to perform some action more skillfully than what his or her perception of
ability suggests.

First, this can apply to games where the avatar is controlling some complex action that is
representative of reality but still beyond the player's ability. Second, it can apply to situations
where purely within the context of the game, the player is able to surmount some challenge
beyond his or her expectations.

3. The user can perceive an improvement of skill during gameplay.

One of the greatest influences on continuing play is the perception of improvement. If the
player thinks he's getting better at the game, he'll want to keep going. Conversely, if he
doesn't observe any improvement or if he seems to be getting worse, he won't want to play
for much longer.

4. The user feels like he or she is in direct control of the avatar.

The importance of direct control cannot be understated. The more direct the perception of
control, the more comfortable and confident the user is in his or her position. On the other
hand, if the control feels sluggish and indirect, the opposite happens.

The avatar is an extension of the user. When the avatar does not respond as directly as the
user expects it to, it's a recipe for frustration and confusion. Additionally, direct control
facilitates all of the previous three experiences.

The kinds of interactions we design can lead to either a positive emotional state or a negative
one. We have already identified what kinds of experiences are desirable, so now it remains to
examine what kinds of designs can create them.

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