My idea of a prototype is a representation of a concept that precedes it's finished state. It's an essential tool that aids the development from an early concept to becoming a final realised product.
A prototype is a model that can demonstrate to varying degrees of how the concept will be used, demonstrating aspects such as it's functions, scale, materials and/or look. It may meet some or all of the designers and users' expectations of the finished product.
A prototype can be built to almost exactly replicate the final visual/physical properties of the finished product. A popular practice in most restaurants in Japan is the display of replica meals, molded precisely from the actual dish, and artfully reproduced in plastic. While diners cannot preview the taste or smell of the actual dish, they are able to get a clear perception of their order before reading the menu or even setting foot in the restaurant.
High-fidelity prototypes may closely represent a finished design, it's visual and physical components and some to most functionality. On the other hand prototypes need not always be as fully realised. Low fidelity prototypes can be constructed from completely varying and simple materials, and functionality can be limited to simulated interactions. For example a hand drawn wireframe with paper cut outs representing components of a website has many benefits as a high fidelity interactive Axure prototype.
Prototyping allows designers to get valuable feedback about the quality of user interactions. Observing how users respond to the prototype allows the product team to see what's working and what's not, and then to take this feedback to continually refine the design. Designers are able to see potential problems that may have been previously overlooked, and it also gives them more creative freedom to experiment and try new concepts within a timely and low cost manner. As well as arming designers with the feedback on how to improve the design, prototyping also allows greater insight into the user's mind and gain an empathetic understanding.
Prototyping a design before producing a final product allows changes to be made early on in the design stages, before wasting time, money and resources committing to a product that is potentially untested and inferior. It can be done in all stages of the design process, and it is encouraged to continually prototype, test and then repeat. Prototyping allows designers to explore as many possible solutions and aim to produce the best design that can surpass user expectations.
When To Prototype, When To Wireframe – How Much Fidelity Can You Afford?
D School: Prototype to Test
D School: Prototype for Empathy
A prototype is a model that can demonstrate to varying degrees of how the concept will be used, demonstrating aspects such as it's functions, scale, materials and/or look. It may meet some or all of the designers and users' expectations of the finished product.
A prototype can be built to almost exactly replicate the final visual/physical properties of the finished product. A popular practice in most restaurants in Japan is the display of replica meals, molded precisely from the actual dish, and artfully reproduced in plastic. While diners cannot preview the taste or smell of the actual dish, they are able to get a clear perception of their order before reading the menu or even setting foot in the restaurant.
Plastic food replicas in Japan. Photo by Scott Hadfield |
High-fidelity prototypes may closely represent a finished design, it's visual and physical components and some to most functionality. On the other hand prototypes need not always be as fully realised. Low fidelity prototypes can be constructed from completely varying and simple materials, and functionality can be limited to simulated interactions. For example a hand drawn wireframe with paper cut outs representing components of a website has many benefits as a high fidelity interactive Axure prototype.
Paper prototype example by Michelle Li |
Prototyping a design before producing a final product allows changes to be made early on in the design stages, before wasting time, money and resources committing to a product that is potentially untested and inferior. It can be done in all stages of the design process, and it is encouraged to continually prototype, test and then repeat. Prototyping allows designers to explore as many possible solutions and aim to produce the best design that can surpass user expectations.
References:
Know Without Borders: Unpacking Design Thinking ProtoypeWhen To Prototype, When To Wireframe – How Much Fidelity Can You Afford?
D School: Prototype to Test
D School: Prototype for Empathy