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Published byRosamond Matthews Modified over 9 years ago
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IDEO and the Palm V Mock-up in the Product Development Process
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Prototype for different purposes
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Fail often to succeed sooner Generate a fountain of idea Absurd-appearing but innovative Make models to test the ideas Select the best idea and iterate You learn just as much from a model that’s wrong as you do from one that’s right - Steve Vassallo, IDEO
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Pit-falls Unable to precisely predict Outcome Time Cost Unable to make keep client involved Creeping elegance – perfection that leads to cost and time overrun
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Never go to a client meeting without a prototype - Dennis Boyle, IDEO
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Rapid, Rough, Right Rapid: Take the fastest route, not necessary the most high-tech one Rough: Don’t spent time and effort on unnecessary details Right: Actually help you to make correct decision
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Rapid Despite the popularity of Palm III, little user preferences exists Create observational database by giving out palm pilots to colleagues and friends Feedback emails point out: Breaking after being dropped Case rigidity Battery door placement Location of stylus holder
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Rough Quick and dirty prototyping allowed for a greater number of iterations Create early prototype from readily available materials Wood Cardboard Foam Lego Erector sets
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Rough
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Form evaluation
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Right Build several models focused on getting specific aspect of a product right Minimise the effort and eliminate unnecessary sections
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New concepts
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Cover
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Configuration
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Right
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Engineering evaluation
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Finish product
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Prototype for different purposes
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Other examples
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Form Evaluation
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'myto' chair by konstantin grcic. Adapted from: chrome://brief/content/brief.xul
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Mock-ups Mock-ups are used by designers mainly to acquire feedback from users about designs and design ideas early in the design process. Mock- ups are 'very early prototypes' made of cardboard or otherwise low-fidelity materials. The user, aided by the designer, may test the mock-up (imagining that it works) and thus provide valuable feedback about functionality/usability/understanding of the basic design idea/etc. By Mads Soegaard for Wikipedia
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The Advantages of Mock-ups Mock-ups incite criticism from users because they are low-cost (can be made of cardboard) and low-fidelity. If a user is presented with an early version of a system that has required substantial work, he/she is likely to be more reluctant (as well as able) to critise it. When using mock-ups of cardboard or similar materials, the user and designer can collectively change the design using familiar tools such as pens, scissors etc. As such, mock-ups are a discussion medium and a discussion facilitator between designer and user. Not only can the mock-up function as a discussion medium between designer and user but also between the members of the design team. Thus, mock-ups may help facilitate work across disciplinary borders, bringing together a disparate team. Mock-ups make it possible to do usability testing early in the development process. Mock-ups incite and legalise experimentation as they are inexpensive to alter. Mockups focus on content and functionality and turn attention away from details of graphic design.
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You can fix it now on the drafting board with an eraser or you can fix it later on the construction site with a sledge hammer.
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