Prototyping by Eric Cook
Prototyping by Eric Cook
As Innovators
21st Century Skills Innovation Library
Prototyping
Cherry Lake Publishing would like to acknowledge the work of The Partnership for
21st Century Skills. Please visit www.p21.org for more information.
Contents
Chapter 1 What Is Prototyping? 4
Glossary 30
Find Out More 31
Index 32
About the Author 32
MAKERS as Innovators
Chapter 1
What Is Prototyping?
W
hat if your parents said, “Do your home-
work, but make sure you don’t finish it!”
Imagine if your teacher told you, “Don’t
spend too much time on your assignment, because
you’ll just wind up changing it later.” These might
seem like crazy things to say. However, there are
times when they are exactly what you should do!
Learning to build quick, unfinished drafts of your
ideas is an important part of becoming a more
effective maker. We even give this process a
special name—prototyping.
Prototyping means making a rough draft of
an idea so you can test it out. An artist might draw
sketches in pencil before taking the time to make a
big painting. Similarly, makers create prototypes to
evaluate their designs, show ideas to other people,
and think through problems before it is too late to
make changes. Like an artist’s sketches, prototypes
are quick, sloppy, and easy to throw away if they don’t
turn out right.
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Prototyping
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MAKERS as Innovators
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Prototyping
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MAKERS as Innovators
Prototypes are:
• Cheap
• Disposable
• A step in a larger process of making
This means prototypes are created quickly and thrown away—on purpose!—as part of generating
and testing your ideas.
Prototypes aren’t:
• Finished projects
• Something that has to be done on a computer
• Only used to design one kind of thing. Designers use prototypes to build computer programs,
Web sites, and games. They are also used to make things like furniture, electronics, toys, and
much more.
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Prototyping
Chapter 2
Why Prototype?
O
ne of the first questions you might have is, why
bother? That is, why take the time to make a
prototype (let alone several of them) when you
could jump right into making the real thing? Good
question! There are two big reasons why prototyping
works better than treating your first design as your
final design.
The first reason
is that prototyp-
ing allows you to
improve your ideas.
As you work on a
prototype, you will
repeat the design
process several
times. Each time,
you will come up
with more ideas to Prototyping has helped inventors such as
improve your proj- Thomas Edison to create some of history’s
ect. In professional most important devices, such as the light bulb.
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MAKERS as Innovators
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Prototyping
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MAKERS as Innovators
Design Thinking
Iterative prototyping is often used as part of user-centered design, also called design thinking. This
approach to design encourages makers to think about who will use the things they are making,
what they are trying to accomplish, and where their inventions will be used. This might seems
like common sense. For a long time, however, designers usually assumed either that they knew
exactly what people needed or that the users of their designs needed and wanted the same things
the inventors did. As it turns out, this is often not the case!
Iterative prototyping helps you test with real users to make sure that what you’re building
actually suits their needs. User-centered design also encourages makers to create personas
(imaginary people), scenarios (imaginary settings), and storyboards (drawings showing how a
product will be used) to help them focus on users.
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Prototyping
Shona’s Project
Shona showed her sketches of customized friend-
ship necklaces to the kids at her lunch table.
They really liked the idea. Their comments about
the project gave Shona some new ideas that she
hadn’t originally considered. The idea she liked
best was to have each half of the friendship
necklace be a separate piece. That way, kids could
easily snap together different necklaces with
several different friends.
Before using time and materials to start making
necklaces on a 3D printer, Shona decided to proto-
type her idea using string, LEGO pieces, and name
stickers. That way, the kids at lunch could actually
try snapping the pieces together and trading
necklace halves.
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MAKERS as Innovators
Leo’s Project
Leo decided to prototype his new pizza ordering
system on paper. He learned a little about making
Web sites at the computer camp he attended the
previous summer, but drawing his ideas on paper was
quicker than actually building a site. It also let him try
out ideas that were beyond his level of Web design
knowledge. Fortunately, Sylvie had learned about
more advanced Web design in her computer classes
at school. She agreed to help make Leo’s final design
actually work!
Leo’s idea for a new ordering system would allow
users to drag pictures of the toppings they wanted
onto an image of a pizza. Leo was excited about how
fun and quick this would be. The system could show
different pizza sizes, amounts of toppings, and more.
To prototype this idea, Leo drew a sketch of what the
Web site might look like. He also made pictures of
toppings using sticky notes so they could easily be
moved around. When he tested the idea on his friends,
he planned to have them talk out loud about what they
are doing with the system. By telling him what they
were thinking—and what was frustrating and con-
fusing along the way—these testers would help him
improve his design.
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Prototyping
Chapter 3
The Process of
Prototyping
B
y now you should understand the reasons why
prototyping is so helpful. So how do you get
started? How does prototyping actually work?
At first look, the pro-
cess of prototyping
seems straightfor-
ward. You start by
creating simplified
versions of your
design. Then you use
those creations to
test and think about
your design deci-
sions. Don’t try to do
everything at once in If you are designing a computer program, you
an early prototype. might start by sketching prototypes of what you
want the finished product to look like on screen.
Instead, think about
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MAKERS as Innovators
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Prototyping
Levels of Prototypes
Not all prototyping is done at the same level of detail. Here are some common levels of
complexity you might hear designers talk about when they are discussing prototypes:
• Sketches:
These are very rough drawings that are used to generate new ideas or explore a
new approach.
• Low-fidelity:
This is a stage of detail above initial sketching but still not concerned with specific
visual details such as colors or fonts. Lo-fi prototypes are particularly useful for testing
because they keep people focused on the big picture of your design instead of the little
details.
• Wireframes:
This is a medium level of complexity. It shows the spacing and location of different
elements in the design.
• High-fidelity:
This is the last stage of prototyping, when you’re trying to make your design look
realistic. It is useful for getting feedback on the little details that were avoided in the
earlier stages.
The lines between these levels are fuzzy. One maker’s low-fi prototype may be another
maker’s wireframe. The important thing to understand is that you’ll make more versions at
the early levels, where there is less detail. Less detail means less time and less commitment.
These early stages should be the ones that are the cheapest and most disposable.
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MAKERS as Innovators
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Prototyping
Shona’s Project
Shona’s tests with her low-fidelity string-and-Lego
necklaces were useful. She found out that people
thought they were either too small or too clunky. This
was discouraging at first, but it led Shona to think
about a different approach for her next round of
prototyping: Instead of necklaces, what about some
other kind of jewelry?
She hit on the idea of friendship bracelets, which
solved several issues. First, it seemed like clunky
shapes might be less of a concern with a bracelet.
Second, her test users in the lunchroom liked the idea
of being able to trade and collect pieces with more
than just one person at a time. Shona realized that a
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MAKERS as Innovators
Leo’s Project
When Leo first showed his sister Sylvie his sketches
and drawings, he was a little surprised by the feed-
back she gave him. “These pepperoni look kind of
weird,” she said. “Maybe you should make them a dif-
ferent color of red than the tomato slices.”
At first, Leo wondered why Sylvie was worried
about something as simple as the color of pepperoni
right now. Then he realized that he probably had
put too much detail into the prototype he was show-
ing her, at least for this stage of the process. He had
been excited about the idea, so it had been fun to
spend a lot of time drawing all the ingredients. But it
also meant that Sylvie was paying more attention to
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MAKERS as Innovators
Chapter 4
Evaluating and
Revising
S
o you’ve made some prototypes for your design.
But what do you do with them? As we’ve seen
from Shona and Leo, you can use the prototypes to
test your ideas and make changes. As mentioned earlier,
prototyping is part of a larger process of design. This
part of the process often goes something like this: proto-
type, evaluate, revise, evaluate, revise, evaluate, revise.
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Prototyping
what they are doing and thinking while they use the
prototype. This will help you see your design from a
different point of view.
The appeal of your prototype can be just as impor-
tant as the effectiveness. Regardless of how well a
device functions, people won’t use it if they don’t like
it. The challenge here is that people can’t always tell
you what they do or don’t like about a design. It may
feel good to hear someone say, “I like it. It is nice!”
However, this feedback does not help you figure out
what to keep or change in the next revised prototype.
To gather information about which parts of a
prototype people do or do not like, designers
sometimes use survey questions. These questions
allow designers to be very specific about what they
want to know. Asking testers to talk out loud while
they are testing a prototype and making note of when
they are happy or upset can also be very informative.
Finally, a design needs to be appropriate. That
means it needs to fit the people who are likely to use
it as well as the times and places when it will be used.
A phone application that reads texts from your friends
in a loud, silly voice may be both functional and
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MAKERS as Innovators
Shona’s Project
After getting some more opinions, Shona decided
that the bracelet should be made out of name pieces,
rather than using charms. Her next design challenge
was figuring out how to make this work. For the
following round of prototyping, Shona began working
with different kinds of latching connectors.
Eventually, she came up with something that
seemed good-looking and easy to use. “Am I done?”
she wondered. “I should probably do a round of hi-fi
prototyping to make sure, before I start putting up
posters all over the school advertising the bracelets.”
Using a 3D printer, she made a sample bracelet
and wore it for a few days. This turned out to be a
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Prototyping
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MAKERS as Innovators
Leo’s Project
Once Leo revised his paper Web site prototype, he
began to test it on more of his friends. These tests
were very helpful for Leo. They emphasized the
potential appeal of his design. As his friends moved
different combinations of ingredients onto and off of
the paper prototype, they laughed, made jokes with
each other, and said things like, “This is so much fun!”
At the same time, the tests also pointed out
several areas of possible confusion. For instance, if
someone put pepperoni on just half of the pizza, did
that mean they only wanted it on half or that they
were just being sloppy as they dragged the ingre-
dients over? What was the best way to show double
orders of ingredients? A single layer of mushrooms
didn’t really look that different from a double layer
in the paper version. And if someone wanted to
order a pizza with nine different toppings, how
could the designer be sure that all of the toppings
were still visible? By raising additional questions
and problems to be solved, the tests helped Leo
think about how he needed to improve the design in
the next version.
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Prototyping
Wrapping Up
As you follow the prototyping process with your own
designs, you will find that you’re able to make better,
more effective, and more appealing creations. You’ll
improve your skills as a maker, an inventor, and a
designer.
What will you make next? With the right ideas
and careful use of prototypes, almost anything will be
possible!
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MAKERS as Innovators
Glossary
fonts (FAHNTS) styles of type
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Find Out More
Books
Fontichiaro, Kristin. Design Thinking. Ann Arbor,
Michigan: Cherry Lake Publishing, 2015.
Web Sites
Smashing Magazine
www.smashingmagazine.com/2010/03/29/free-printable-
sketching-wireframing-and-note-taking-pdf-templates/
Check out this collection of helpful resources for creating many
different types of paper prototypes.
Proto.io
http://proto.io/
Try out a free version of this useful prototyping software.
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MAKERS as Innovators
Index
appeal, 25, 28 low-fidelity prototypes, 13, 17, 19
appropriateness, 25–26
materials, 5, 13
collaborators, 11, 12
communication, 10–13 paper prototyping, 14, 16, 18, 28
computer programs, 18–19
sketches, 4, 6, 13, 14, 16, 17, 18,
feedback, 17, 19, 20, 21, 25, 26, 28 20–21
functionality, 23–24, 25 survey questions, 25
high-fidelity prototypes, 17, 18, testing, 4, 8, 10, 12, 13, 14, 15, 17,
26–27 19–20, 22, 23, 24–25, 28
3D printers, 12, 26–27
iterative design, 10, 12
wireframes, 17, 18
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