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Today we will explore how to effectively prototype using an iterative process. Can anyone share what they think prototyping means?
Is it about making models to show our ideas?
Exactly! A prototype is a simplified version of a design. It's crucial because it allows us to explore ideas and identify any flaws early on. Remember the acronym B-T-I: Build, Test, Improve. Who can tell me what those steps mean?
Build means to create something; Test is about checking if it works; and Improve is making it better.
Very good! B-T-I is an essential framework in our prototyping journey.
Can we use different materials for building?
Yes! You can use paper, cardboard, or even digital tools to create your prototypes. Letโs summarize the cycle again. We build first, then test and improve, repeating this as necessary.
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In the build phase, what do you think is the most important thing to remember?
We should not worry too much about making it perfect, right?
Exactly! Focus on getting your ideas down quickly. Use simple materials! Mistakes are part of the process. Let's think of practical examples where we can apply this. Can you think of a simple item you could prototype?
How about a pencil holder?
Great choice! You can start with a cardboard mockup to visualize your idea.
What if I want to create a digital holder design?
You can use drawing apps or CAD software to create digital models as well. The first is about expressing your ideas, whether on paper or on screen.
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Now that we've built our prototypes, how do we know if they work well?
We can ask others what they think about it.
That's right! Gathering feedback is essential. This is the Test phase of our cycle. What kinds of questions can we ask our peers?
We could ask what they like and what they would change.
Good questions! Don't forget to observe their reactions as well. Their expressions may tell you more than the words.
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What do we do after we receive feedback?
We need to make changes to our prototypes!
Yes! We analyze the feedback, looking for patterns or common themes in the responses. This is where the Improve phase comes in. How can we combine the feedback to refine our product?
We can create a list of what we should keep and what we should change.
Great approach! After this, we might even go through another round of building, testing, and improving.
It sounds like a never-ending process!
In a way, yes! But that's what leads to better designs. Let's sum up the cycle again and discuss the benefits.
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This section introduces students to the prototyping process, highlighting three key phases: building prototypes to explore ideas, testing them for feedback, and improving designs based on that feedback. By understanding this iterative cycle, students can effectively refine their products through practical experimentation.
The Process Overview details the structured approach to prototyping, emphasizing that it's not a linear path but a cyclical one involving a three-step iterative process: Build, Test, Improve. In the Build phase, students create initial prototypes to express their ideas using available materials, where the focus is on simplicity rather than perfection. The Test phase involves gathering insightful feedback from peers and potential users, prompting critical reflections on usability and functionality. Finally, the Improve phase allows students to iterate on their designs, taking feedback into account to enhance their prototypes. This continuous loop encourages an adaptive mindset and recognizes that successful designs result from cycles of constructive critique and revision.
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The first step in the prototyping process is to clearly define the problem that needs to be solved. This means thinking about the issues or challenges faced and detailing them. Following this, you brainstorm or generate a variety of different solutions or ideas that could address the identified problem. This part of the process is crucial as it sets the foundation for all subsequent actions.
Imagine you need to create a better way to store school supplies. First, you identify the problem: supplies are often lost and disorganized. You brainstorm potential solutions: a modular organizer, a wall-mounted shelf, or a backpack with built-in compartments. By generating many ideas, you open the door to creative possibilities.
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In this step, you begin to create a low-fidelity prototype, which is a simple and basic representation of your idea. This could be done using paper, cardboard, or other quick-to-manipulate materials. You might also engage in role-playing scenarios to test how users would interact with your prototype. The main goal is to visualize your ideas and gather immediate feedback without investing too much time or effort into details.
Suppose you've decided to prototype a new school supply organizer. You could quickly sketch the design on paper or cut out pieces from cardboard to represent the organizer. Then, you might role-play with a friend, pretending to use the organizer as you discuss its features. This approach helps you see how well the idea works in practice.
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Once the low-fidelity prototype is ready, it's time to test it with peers or potential users. You would seek their opinions and observations, often using methods like peer reviews. Collecting feedback is critical because it helps identify strengths and weaknesses in your design while also revealing insights you might not have considered. Sticky notes can be used to summarize feedback succinctly, which can then be analyzed later.
After showing your school supply organizer prototype to classmates, they might use sticky notes to provide feedback. For example, one note may read, 'I love the modular sections!', while another might say, 'Itโs hard to reach the top shelf.' This feedback gives you valuable information on how to improve your design.
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The mid-fidelity prototype focuses on refining your ideas based on the feedback received. This may involve creating a digital mockup or enhancing your cardboard version with more detail and interactivity. The aim is to focus more on the structure and functionality of the prototype instead of its visual appeal. At this stage, youโre getting closer to what the final product will look like and how it will perform.
You can use a design tool to create a digital version of your school supply organizer, adding in actual dimensions and shapes. This mid-fidelity prototype might look less like paper and more like a realistic representation of what you'd eventually build, helping others understand your vision clearly.
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After developing a mid-fidelity prototype, itโs time for another round of testing. This involves observing how users interact with your prototype in real time. You should be attentive to their reactions, noting both the positive (what they like) and any frustrations they encounter. This observation is essential for understanding user experience in a practical context and for making the necessary adjustments.
Similar to a video game beta test, you might give your prototype to a group of classmates to use while you watch. As they interact with your organizer, you note that a few struggle to open a compartment, which alerts you to a functional flaw you need to address.
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In the high-fidelity prototyping phase, you create a highly polished and functional prototype that closely resembles the final product. This could include 3D printing components or creating detailed digital simulations that highlight the usability and aesthetics of the design. The focus is on ensuring everything works perfectly as it would in the real world.
You can think of this step as preparing for a final presentationโeverything needs to be just right. You 3D print the organizer with all its compartments and features. It now looks and operates just like the actual organizer you envisioned, ready for users to evaluate its usability and practicality.
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The last step is to present your finalized prototype to others, explaining how it evolved through the design process. During the presentation, you should highlight changes made based on feedback received, discussing what worked well and what didnโt. Reflection is a key component of learning; it helps solidify your understanding of the design process and encourages you to think critically about what you've achieved.
Just like a science fair where students showcase their projects, youโll stand in front of your classmates and teachers, illustrating how your organizer went from sketches to a final product. Sharing your journey, discussing what you learned, and listening to feedback helps everyone grow.
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Key Concepts
Prototyping: Creating simplified models to explore ideas and test usability.
Iterative Cycle: The process of building, testing, and improving designs continuously.
Low-Fidelity vs. High-Fidelity: The different levels of prototype detail and interactivity.
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A foam mockup of a smartphone interface to test button placements.
Using paper sketches to outline a new school's layout before digital design.
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To build and test is quite supreme, improve your workโthat's the dream!
Imagine a young inventor named Alex who keeps reworking his toy design by building it, testing it with kids, and improving it every time they play.
B-T-I stands for Build, Test, Improve to remember the prototyping stages.
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Review the Definitions for terms.
Term: Build
Definition:
The first step in the prototyping process where initial designs are created.
Term: Test
Definition:
The phase where feedback is gathered on the prototype to assess its functionality.
Term: Improve
Definition:
The process of refining the prototype based on feedback received during the testing phase.
Term: Iterative Cycle
Definition:
A continuous loop of building, testing, and improving.