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Prototype: Iterative Creation for Inspiring Solutions

Prototype is the iterative generation of artifacts to test hypotheses and get closer to final solutions, embodying concepts for testing and refining ideas. Embrace failure early and often to reduce risk and iterate efficiently. Explore design space, build to think, and inspire with your prototypes. Learn to let go by matching prototype resolution with development progress and identifying variables to explore. Develop experiences and test prototypes to improve user feedback in just 25 minutes. Utilize analogous situations for prototyping intangibles, inaccessible contexts, and challenging problems.

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Prototype: Iterative Creation for Inspiring Solutions

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  1. Dishmaker by Ted Selker and Leonardo Bonanni from MIT

  2. prototype: what? service/ experience space product story works like looks like interacts like

  3. prototyping . . . is the iterative generation of artifacts intended to answer questions that get you closer to your final solution is creating a concrete embodiment of a concept which become a way to test your hypotheses is building to think

  4. prototyping . . . is an attitude

  5. prototype: why? • to gain empathy • to explore • to test • to inspire • understand the design space • build to think • test and refine solutions • inspire with your prototype

  6. prototype: fail early and often cost of failure vs. project time

  7. prototype: fail early and often risk and cost vs. iteration cycles

  8. prototype: identify a variable

  9. prototype: identify a variable

  10. prototype: identify a variable

  11. prototype: scale resolution “Like this?” “Mm, yes like that.” Developed for Gyrus ACMI, ENT Division

  12. prototype: create experiences

  13. prototype: let go Embrace v 0.0 Embrace v 1.0

  14. prototype: how? prototype resolution should match the progress of your development identify the variable you want to explore create experiences let go of your prototypes

  15. prototype now in 25 minutes, you’ll have experience prototypes to test with users.

  16. PROTOTYPE • TODAY: • DEEPER EXPLORATION • Prototype using analogous situations • Prototyping intangibles [digital & service]

  17. PROTOTYPE . . . using ANALOGOUS SITUATIONS -helpful if the context is inaccessible -helpful if you’re stuck -helpful if the problem is intangible

  18. PROTOTYPE . . . ANALOGOUSLY

  19. PROTOTYPE . . . ANALOGOUSLY

  20. PROTOTYPE . . . ANALOGOUSLY Help people in despair

  21. PROTOTYPE . . . ANALOGOUSLY Placeholders

  22. PROTOTYPE . . . ANALOGOUSLY

  23. PROTOTYPE . . . ANALOGOUSLY Gone to the ATM

  24. PROTOTYPE . . . ANALOGOUSLY

  25. PROTOTYPE . . . ANALOGOUSLY Happy customer back in line

  26. PROTOTYPE . . . AT SCALE

  27. PROTOTYPE . . . AT SCALE

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