Proof of Concept
Proof of Concept
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:
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.
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.
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.