Prototype
Prototyping gets ideas out of your head and into the world. A prototype can be anything that takes physical form — a wall of post-its, a role-playing activity, an object. In early stages, make prototypes believable, but inexpensive and low resolution to learn quickly and explore possibilities.
Let’s dig in
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For human-centered designers, prototyping is an incredibly effective way to make ideas tangible, to learn through making, and to quickly get key feedback from the people you’re designing for. For early concept ideas, simple, scrappy prototypes will not only save time, but also help focus testing on just the critical elements.
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…you have selected what you or your team believe to be high-potential ideas.
…you have a direction you're excited about, but you're not sure how it should actually play out or how all the pieces fit together.
…you have an idea people in your organization are confident about, but no proof it provides the impact desired.
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Create an experience for users to engage with your idea in a way that feels real. Early prototypes should focus on one feature (to minimize the noise in your desirability assessment) and be for the purposes of learning (versus pitching your idea).
Don’t spend time planning and overthinking — get started imagining and creating.
No-resolution prototyping: Start by assigning roles and improving your way through your idea to try out the experience.
Low-resolution prototyping: Use shapes, icons, or images to bring elements into your Miro sketch field; sketch an idea in your notebook and upload a photo; use household objects to assemble a physical prototype to display in your camera during a video meeting; (you get the idea — the options here are endless).
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