A prototype is the best place to start building your project. I’ll
introduce you to the meaning of prototyping and why I think it is so tremendously
important. This is going to serve as a framing for later that we’ll use
to introduce concrete techniques.
Today when we talk about
prototyping, what we mean is rapidly creating an approximation of a design idea
so that you can quickly get feedback and learn. Prototyping is the pivotal
activity in structured innovation, collaboration and creativity in design. Prototypes
embody design hypotheses and enable designers to get feedback.
It’s what Donald Schon calls “a
reflective conversation with materials”.By trying things out and learning from that exploration you are able to improve your design and be able to
gain insights that you otherwise may not have.
It’s important to remember
that the goal in prototyping is not the artifactit’s feedback: Build
some prototypes, try them out, and usually you’d learn to try to in the next
design. One way to think about a prototype is that it’s a question rendered as
an artifact.
It’s something that you make
as a way of communicating with other stakeholders:
These can be clients.
These can be other people on your design team.
These can be users in an interactive system.
They can even be yourself.
And the role of the prototype
in this communication is it serves as a common ground to help people understand
really concretely what everybody is talking about.
prototype kodak’s first consumer digital camera |
Here’s an example of
what I mean by a prototype, courtesy of the design firm IDEO In the mid-90’s,Kodak
approached IDEO, asking them to help design an early consumer digital camera.
Digital cameras were a very
interesting technology, because they offered new opportunities for being able
to review and edit your photos on the camera that wasn’t possible with the film
camera.
IDEO was tasked with a way to
make sense of possible interactions that you could do on a digital camera and
to render those on a concrete user interface.
What
they came up with ultimately became this the Kodak DC-210 digital camera. Here’s
the user interface of camera.There’s a screen and several buttons for being
able to navigate through the photographs. It also has a dial for several modes and a zoom controller. Now let’s look at the prototype.You’ll probably notice
some similarities but also some differences. The prototype on the screen and
the final product both have buttons. They have a screen. They are of similar
functionalities in this case.
However, there’re also some
important differences between this prototype and this final version. The first one is that the prototype is
a lot bigger.In order to be able to build a version quickly they couldn’t
make everything miniaturized. So it takes more a lot more physical space the
layout is similar but the scale has changed.
Second, one of the most important things about a digital camera is
that you be able to take it with you as it is mobile.This prototype camera
here had an umbilical cord going back to a Macintosh that actually ran all of
the computations and interactions,so there were no computation on the device
itself.
And finally this was a
prototype of a digital camera where you couldn’t take pictures. There’s no
lens there’s no photographic elements in this prototype it’s purely a way to
understand better the back of camera interactions for reviewing and editing
photos.
And I think this is a really
important point about prototypes.It’s that prototypes nearly always are and
ought to be incomplete.
To pop back up from that
example:
Prototyping is a strategy
for efficiently dealing with things that are hard to predict.And these
hard-to-predict things are both things that you wonder whether there’ll be an
issue but don’t know what the answers’s going to be — your “known unknowns — and
the things that you don’t know, that you never got to think about — those are
your “unknown unknowns”.
And what’s valuable about
prototyping is it helps you to get feedback quickly, so you don’t spend time
heading down the wrong path. If you’ve ever taken an art class you’ll know the
experience of sketching before you make a painting. It’s not just for novices:
Picasso did the same thing.
One of the things that we know
about human psychology is that people are notoriously bad at being able to
estimate the space of possible outcomes. We often consider far fewer options
than are actually likely to happen. And this is just as true in the financial
world as it is in the creative world.
For any complex system whether it is finance or design the interactions of all these ingredients far
dominate the things that you can easily predict and consequently our
intuitions are often wrong.
The strategy that we are going
to teach you in this article is to encourage you to focus on the goals of
the design rather than to think about a particular design itself and trying to
railroad that strategy forward.
A classic novice error is to
come up with one idea for a design.You think you’ve got something that’s super
cool and just keep arguing for that particular option. Instead of having that
concrete thing you want to argue for think about what you hope to achieve with
that design idea what’s your goal there.
In class we’re going to teach
how to set goals early and evolve
them and revise your design using data.
As Bill Buxton points out in
his excellent book “Sketching User Interfaces”, the kinds of alternatives that
you’re going to consider at different points of the design process are going to
be different.
Early on, you may be thinking
about a really broad range of
possibilities. And then you might narrow in for a little while. Then you
might consider some alternatives and narrow in. And this alternating flair and
focus is a hallmark of an effective design process. Later on in the design as
you get toward the final product you’re
going to be thinking about small
variations like fonts or colors or micro changes in layout.
Early on you might be thinking
about much broader ideas like:
Is this going to be a mobile
service or a desktop service?
And what kind of thing is this
going to be anyhow?
Recognizing the need for and
value of this oscillation can help you prepare for an effective design process.
The Palm Pilot’s design
process provides us with a wonderful example of prototyping.
The Palm Pilot was one of the
first digital PDA’s(personal digital assistants)and it helped you handle
your to-do lists, and calendar, and contact information and notes. Its lead
inventor was Jeff Hawkins and Jeff,when he first envisioned the Palm Pilot, one
of the first things that he did was create a block of wood that was the size of
the device that he envisioned.
First Palm Pilot design |
And what he would do is carry
this block of wood around with him and he would use it as if it were a real
device: So he would tap on it and enter information, add contacts, record things
in his calendar take notes furiously scribbling the whole time.
So what did Jeff and his team
learn from this prototype?
Well, they obviously didn’t
learn anything about the silicone or the battery life or anything of the Palm
Pilot because the whole thing was made out of wood.What they learned was about
the form factor and what we can see here is that this was a great example of
the rights and roles that a prototype can play in the design process.
A prototype should not be
required to be complete,it’s going to be incomplete in strategic and important
ways.
It should be easy to change.Don’t like the size of your Palm Pilot? Just cut it off a different size.
Finally, it should get to
retire that, when you move on to a later phase in the design process, you no
longer need the early prototypes.
Given that we are in a class
about designing computer systems and we’re talking about a block of wood you
might reasonably ask,
“What’s going on here?” or maybe,
“What is it that prototypes
prototype?”
And the answer is that there
are several things that a prototype can prototype.
One kind of
prototype prototypes the feel
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“What does this look like?”
|
Another kind
prototypes the implementation
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“What might this work like?”
|
And yet another kind of
prototype prototypes the role
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“What might the experience
of using this interactive system be like?”
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This complete course will teach you a
number of strategies that cover a bit of each of these categories.
You can plot a prototype in
two dimensions. You can think about how much to learn from that prototype and you can think about how long it took you to create it. And
what you want to able to do especially early on in the design process, is to
be able to maximize the amount of learning that you are being able to get
from that prototype and minimize the
amount of time that it is going to take you to create it.
Remember a prototype is
going to be incomplete and it’s going to be something that you are going to
get rid of most likely at some point in the process, and so there’s no point in
sinking a lot of time into something that you’re soon going to throw away.
Prototyping is not just for small things. In your prototyping you can think big really big.
Prototyping is not just for small things. In your prototyping you can think big really big.
Here’s an example from Walter
Dorwin Teague. He is one of America’s foremost industrial designers. And he is
standing inside of one of the very first Boeing cross-country airplanes. And
what he’s doing is taking a look at the interior design that his company did
for Boeing, (and they still work with Boeing to this day). What’s notable here
is that you’ve got an interior of an aircraft, but there’s no aircraft! This is
all mocked up in a warehouse. It’s the experience of an airplane without the
airplane.
Prototype of Boeing cross-country airplanes |
In creating this prototype they brought in a number of users and had people come on with luggage and try out the experience of the airplane,where they would sit down take their seats for the length of a cross-country flight and flight attendants would come through to offer them food and other amenities, and you could see things like
“Are the aisles wide enough?”,
“Are the seats comfortable?”,
“Will the luggage racks carry
the luggage that’s necessary?”
Walter Teague wasn’t the only
industrial designer to be able to use these large prototypes of scale. Many of
the designers creating ocean-going vessels tried the same strategy of
prototyping interiors in warehouses, and in fact as Walt retail store to try out the
retail experience in advance of first opening, and one of the things that that
biography reports about the retail experience at Apple was by the virtue of
prototyping it and trying out different configurations of the store.Apple
team realized that the stores can be configured around activities such as
music rather than around individual products and this significantly changed
the layout of the Apple Stores prior to their opening.
Linus Pauling may be the
premier chemist in the 20th century. He was awarded the Nobel Prize for his
work on describing the nature of chemical bonds. What his work philosophy
shares with that of professional designers is the practice of trying out
multiple alternative ideas approaches and solution strategies. As he says
here,
“The best way to
have a good idea is to have a lot of ideas.”
And we see that in a hundred
different prototypes that the design firm IDEO produced for Microsoft when it
was creating its first mouse. There are a number of form alternatives that it
explored symmetric versus asymmetric designs ones that emphasize ergonomics
versus others that emphasize style and being able to see all of these
alternatives and hold them in one’s hand helped Microsoft figure out which
design was the best fit for it to release the mouse with.
For the geeks in the audience: You can think about this kind of rapid prototyping strategy that we’re talking about as being kind of like simulated annealing, where you have a space of possible options,some of them better than the others and what often happens with serial iterative design is that you can hill climb to the best one.
But local improvement isn’t
enough.You need to be able to hop around the design space and try wildly
different alternatives. That way you can
find the global maximum.
When you’re creating a
prototyping strategy, it’s important to think about the cost of change over
time. For physical products like a car, a toaster, the cost of making changes
rises dramatically over time throughout the design process and even more
significantly upon release.
With desktop software that gets
distributed on say a CDROM, the cost rises aren’t quite so dramatic, but it’s
still pretty significant harder to make changes as you go throughout the
design process and much more difficult once you’ve shipped it out to
consumers.
Web sites, and other forms of
software as a service make it much easier to make changes over time. But the
costs and difficulty of making changes is still increasing for a number of
reasons. One of the most important is that people get used to a particular
piece of software over time. And so even if you could change it easily you’d
upset and confuse a significant user base. The same is true for developers of any software that has API’s that people are writing applications on top of.
Once people get used to it, or
have built things that rely on a piece of software, it becomes more difficult
to change. Altogether, what this means is that you want to create a design
process where you’re making your biggest changes early and as you build
momentum with users you’re continuing to refine and adapt and tweak and
improve your system as it goes on.
I think I can sum up the
introductory message of this framing lecture in one sentence:
It’s that “prototypes
are questions;
ask lots of them.”
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