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CCT Module 5

5

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0% found this document useful (0 votes)
7 views4 pages

CCT Module 5

5

Uploaded by

samanthachua155
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Module 5.

PIPE Model of Design Thinking


Phase 3. Prototyping

LEARNING OUTCOME

In this module, you will learn about modelling the best solution from the concept as a solution to
the Problem Statement. After completing this module, you should be able to:

1. Bring ideas to life


2. Present a prototype to the class

LEARNING CONTENT

WHAT IS PROTOTYPING?

Prototyping is about communicating your concept in the form of a user’s experience. The concept
of rapid prototyping is being able to create the model or visual representation of the product so that it
can be better evaluated – critiqued, opened for suggestions, and other observation which would feed
to its further improvement. It helps visualize possibilities. It usually answers the question, what
should you create to explain how your user will experience and benefit for your solution?

WHY DO WE PROTOTYPE?
We prototype so we can save time and cost or error in our projects. The earlier we identify the
problems our product may encounter, the earlier that we can improve it. It is better for us to fail in
the earlier part of the testing and succeed sooner than failing in the later part where time and cost has
been wasted.

WHAT CAN BE PROTOTYPED?

Anything. We can create prototyped any concept that we want to show. Prototypes can be really
simple (cardboard) or relatively involved (semi working model) in various fidelity.

Look & Feel Experiences Processes

Prototypes should be “quick and dirty”. This means that prototypes should not cost much and
should be very beautiful, rather, it must be simple and quickly done. It is not polished nor a
functional one. Prototypes must let the users experience its function.

Quick ‘n’ dirty



Types of Prototypes

1. Physical Models - these are the models created to showcase the physical product. It is like a
paper cardboard version of the product.

2. Storyboards – use to show or illustrate the details of the user experience

3. Role Play - The EMOTIONAL EXPERIENCE with a product or service is sometimes BEST
EXPRESSED BY ACTING IT out with team members taking on the role of the target user or
customer.
ASSESSMENT

1. Present the Prototype to the class.

REFERENCES

Berengueres, J. 2013. The Brown Book of Design Thinking. A Workshop Based Approach. University
of UAE.

The Essential Guide to Design Thinking. University of Virginia. Darden Executive Education.

Design Thinking. The Guide Book. Royal Civil Service Commission (Bhutan) in collaboration with
Singapore Polytechnic.

Design Thinking Toolkit- Singapore Polytechnic (2018).

DT Teaching Slides- Singapore Polytechnic

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