Prototyping: Learn Eight Common Methods and Best Practices
Prototyping: Learn Eight Common Methods and Best Practices
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There can never be an exhaustive list of prototyping methods, since there is quite
literally an endless number of ways you can build prototypes. What we can do,
however, is provide a useful list of the eight most common prototyping methods,
together with best practice tips that help you maximise your prototyping and
testing sessions. By arming yourself with these eight common methods, you can
begin your iterative process of building prototypes in order to empathise with
your users, to decide on and re ne your ideas and to test your solutions.
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People – including those whom you are testing and the observers
When you are building your prototypes, as well as when you’re testing
them, keep in mind these key components. For instance, if you are testing
your prototype in a lab, think about how to simulate the natural
environment in which your design will engage its users. Also, take note of
other objects that the prototype will be used with. When performing a task,
for example, will the users be wearing gloves, or have their hands full?
What implications would that have on how they can use a product or
service? With these four components of testing a prototype in mind, let us
look at the eight common methods of prototyping that you can use.
Even the messiest of scrawls (not that what we see above is a messy scrawl) can
serve as nurturing “soil” to make the seed of an idea sprout into a rst-class end
product.
You can also sketch diagrams and mind maps in order to illustrate a
system, process, or the structure of your ideas. You can sketch the various
touch points that a ect a user’s journey, and then identify how they relate
to one another. Alternatively, you can visualise and analyse how your ideas
can relate to one another and complement (or sometimes compete with)
one another. Diagramming is a useful way to understand complex
situations or use cases, where many factors and players a ect one another.
Journey maps, behaviour maps, system ow diagrams, and a range of other
mapping methods are at your service to help you scope out complex
situations.
Paper Interfaces
Author/Copyright holder: Sage Ross. Copyright terms and licence: CC BY-SA 4.0
You don’t need to be an artist to sketch for an e ective outcome. The beauty of
sketching is that you can get the idea down pretty much as soon as it hits you
without worrying about it vanishing — even if you have to lean awkwardly to
scribble something while standing up on a train, it’s a great start.
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Digital products like mobile apps, websites, and web services, as well as
other screen-based products or experiences often require you to create a
range of prototyping methods in the run up to the nal design and
development. Paper interfaces are handy at the early stages of prototyping
for digital products. You can create paper interfaces by sketching them out,
or by drawing and cutting out usable parts of a user interface (such as a text
eld or a dropdown menu, etc.).
Storyboards
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In Storytelling for User Experience: Crafting Stories for Better Design, Whitney
Quesenbery, co-director of Center for Civic Design, and English writer
Kevin Brooks explain the bene ts of using stories in design projects.
According to them, stories not only enable us to collate information on
users, tasks, and goals but also spark new ideas by encouraging discussions
and collaboration between ourselves and other designers. By drawing out a
user’s experience, we also better understand their world and are thus able
to think in their shoes.
Lego Prototypes
Author/Copyright holder: Arto Alanenpää. Copyright terms and licence: CC BY-SA 4.0
Lego’s genius transcends child’s play — we have much to tap from Lego as
regards prototyping.
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Lego is a staple of any kid's toy box. Its versatility and ability to spark
imagination is what drives the company's success. As a designer, you can
take advantage of Lego’s ubiquity and versatility to create quick and simple
prototypes of your ideas. The best part of using Lego to build your
prototypes is that they become easy to dismantle and tweak; simply detach
a part of your Lego prototype, swap it with an alternative design, and play
with it to see if it works.
In fact, Lego has taken its toy’s ability to stimulate creativity and ideation
seriously. In collaboration with Johan Roos and Bart Victor, professors at
the International Institute for Management Development in Switzerland, it
launched Lego Serious Play, a methodology that aims to foster
creative thinking and problem solving in businesses.
However, for the purposes of prototyping, any Lego should su ce. You can
use Lego bricks to create rough prototypes of products... or use Lego
characters to simulate a user’s journey. This allows your team to dive
straight into setting up your scenarios and telling stories.
Role-Playing
Role-playing, or experiential prototyping, is a method that allows your
design team to explore scenarios within the system you are targeting
physically. We can make the best use of role-playing in capturing and
expressing the users’ emotional experience of using a product or service.
You can also use it to gain an empathic understanding of your users —
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You can also use it to gain an empathic understanding of your users —
We can use role-playing with varying levels of detail, but the best
experience happens when you simulate the physical environment of the
user. You can create props, use objects around your workplace (such as
chairs and desks), and use audio simulations by playing a soundtrack that
mimics the user’s environment. If you are the facilitator of the role-playing
exercise, assign each participant a role, and choreograph certain skits
depending on the purpose of the role-playing exercise. For instance, if you
are trying to feel the emotional experience of using your service solution,
your team can act out the parts of a user and a service provider.
Physical Models
Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms
and licence: CC BY-NC-SA 3.0
When the end result is a physical product, you can use a wide range of
materials to build mock-ups for testing. You can use rough materials, such
as paper, cardboard, clay, or foam, and you can also repurpose existing
objects you nd around you in order to build physical models.
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Wizard of Oz Prototypes
Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms
and licence: CC BY-NC-SA 3.0
You are best o using the Wizard of Oz prototyping method when testing
interactions of your product before building it. However, as you may have
noticed, this prototyping method involves a fair amount of time and e ort.
Therefore, you can really only make the best use of it for testing the e ects
and interactions of complex systems or in the later stages of your design
project.
User-Driven Prototypes
A user-driven prototype is unlike any other prototyping method previously
mentioned. Instead of building a prototype to test on users, you will instead
get the user to create something, and from the process learn more about the
user. When you ask the user to design a solution, rather than provide
feedback on a prototype, you can learn about the assumptions and desires
that the user possesses. The purpose of a user-driven prototype is not to
use the solutions that the users have generated; instead, it is to use their
designs to understand their thinking. You can use user-driven prototypes
to gain empathy with your users or to ne-tune the details of your product
once you have an idea in mind.
airport. Alternatively, if your solution is a website, you could ask your users
to create a sketch of what features they think the website should have. For
user-driven prototypes to be useful, you should balance the amount of help
you o er the users so they do not feel lost (and thus fail to ideate), while
making the session open enough so that you can learn more about the users
without shepherding them towards your own ideas, which would defeat the
purpose in this light.
Just do it!
Design Thinking has a bias towards action. This means that you should
not spend too much time deliberating on what to build, and how to build
it — just go out there and start testing! If you are not sure about what
kind of prototype to use, make a few and test them. Your rst few
prototypes may be failures, but they will tell you so much more than just
thinking about what to do would tell you.
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Hero Image: Grant Hutchins. Copyright terms and licence: CC BY-SA 2.0
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