Prototyping, I would say, is for us designers one of the most powerful tools to work with.

For me, prototyping is of central importance for the creative process. It enables better communication with my teammate/client because your idea is visible and touchable. It shows the real dimensions, allows first user tests and evaluations, and helps me to take one step back for a new perspective. I like quick and dirty prototypes because they don’t require perfection but offer significant value for the further process.

«Avocadotchi»: A project I made in the beginning of last year.

«Avocadotchi»: A project I made in the beginning of last year.

In this example of the «Avocadotchi» project, I want to show how I use these quick and dirty prototypes. For this one, I used a bit of cardboard and kitchen paper. I screwed up a sheet of kitchen paper and attached it with tape on the cardboard. The prototype allowed me to evaluate the dimension, but even more importantly, how holding the «Avocadotchi» is more comfortable. It took less than 5 minutes.

During the class, Baran and Celina invited us to do a short 3 minutes task building a prototype out of paper for a pencil/pen holder.

Nemo’s, mine and Gian’s prototype

Nemo’s, mine and Gian’s prototype


Low vs. high — fidelity prototypes

I liked Celina’s thoughts that a low-fidelity prototype brings out more uncensored feedback as an almost perfect high-fidelity prototype.

The decision if a low- or high-fidelity prototype is appropriate for the project depends on the progress of the project and, of course, on the budget. Also, the principle of Wizard of Oz is an effective and results-producing way to test the product/service/interaction, etc.

«Economic principle of prototyping: The best prototype is one that, in the simplest and the most efficient way, makes the possibilities and limitations of a design idea visible and measurable. »
Source: Celina Springer Presentation from the 30th March 30, 2020


Readings

Montgomery, Will. 2013. “Machines for Living”. In Wire. 243. 28-35.

O’Sullivan, D. & Igoe, T. 2003. Physical Computing: Sensing and Controlling the Physical World with Computers. Premier Press.