Thursday, April 13, 2017

Unit 1 - step 5 - prototyping


User - male, 19 years old, student 
  • a student who is often late for his morning class 
focus?
  • morning or bedtime routine
key problem?
  • sleep deprivation
key solution?
  • know your goal
    • motivated to be an accountant 
      • get what you need to succeed 
        • enough sleep 
          • not lose school term 
          • safely drive to school 
          • have energy to study / practice 
     

Step 5: Prototype Your Solution (Prototype)

Goal: Build a model of your solution to effectively communicate your idea to your user. Duration: 15 minutes
Your prototype should give your user enough information about your solution idea or a specific element of your solution idea so that they can provide feedback for further iteration. This feedback is vital in ensuring that your solution idea truly addresses the problem you’ve identified. You will share your prototype with your user in Step 6 (Try). 
There are many types of prototypes and you should consider which format best communicates your solution idea to your user. We recommend using a sketch, a storyboard, or a simple physical prototype. Remember, these early prototypes are low-fidelity and should be done simply and quickly. Designers often go through dozens of iteration cycles (going back and forth between prototype and trying with users) as they develop their solutions.
For this assignment, we hope you have the opportunity to go through at least one iteration cycle: build a prototype, try the prototype with your user in Step 6, and then make some improvements based on user feedback.
To build a prototype of your solution idea, consider the following:
  • What part of your solution idea is most important to share and try with your user? You can prototype one important feature of your solution or the whole thing. You’ll share your prototypes with your user in the next stage.
  • What is the best way to communicate your idea to your user in order to get feedback? Consider sketches (see example), storyboards (see example), wireframes, simple physical prototypes (if you have relevant materials around, as well as the time and inclination). 
  • A prototype is a draft of your idea and it will change over time. Don’t spend a lot of time on your first prototype (5-10 min max!) or worry about making perfect. Create something that your user can provide feedback on to help you determine your next step in developing the solution.
Take a picture (or screen capture) of your prototype and share it in the forums. Look at your classmates’ creative ideas!




 Steps leading up to Final prototype


No comments:

Post a Comment

Unit 3 - Introduction - Change (Design thinking) in Schools

Change in schools is the focus of Unit 3. Good case made for why design thinking should be taken up by schools and educators. If we belie...