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Rapid Prototyping as Design Process JEFF GINGER | MAKERSPACE 490 | FALL 2015.

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Presentation on theme: "Rapid Prototyping as Design Process JEFF GINGER | MAKERSPACE 490 | FALL 2015."— Presentation transcript:

1 Rapid Prototyping as Design Process JEFF GINGER | MAKERSPACE 490 | FALL 2015

2 Computerize Prototype Share Imagine

3 Computerize Prototype Share Imagine

4

5 So, how do we come up with an invention or innovation? WE START WITH STORIES INSPIRED BY SCOTT KLEMMER

6 A Storyboard Should Communicate Setting ◦People ◦Environment ◦Task Sequence ◦What steps ◦What conditions ◦What task is illustrated Satisfaction ◦What motivations ◦What does it enable ◦What needs does it address

7 Storyboarding Benefits Holistic focus No commitment to particular interface Helps everyone get on the same page Add time limits!

8 Activity Time! STORYBOARD YOUR INVENTION

9 Choices 1.Phone App for Super Heroes 2.Restaurant Table- Screen 3.Car Dashboard Touch Interface Groups of 4 Make 2 storyboards, share 1 Use Star People 20 minutes

10 Rapid Prototyping “LOW FIDELITY”

11 What is Prototyping? Strategy for effective design Rapidly creating an approximation of a design idea to quickly get feedback and learn Activity that structures innovation, creativity and collaboration in design A reflective conversation with materials – Donald Shune A strategy for efficiently dealing with things to predict

12 What Do Prototypes Prototype? Feel – what might it look like? Implementation – what might it work like? Role – what might the experience be like? Learning and time Maximize what you can learn, early, minimize the time it takes Try drastically different ideas and methods

13 Paper Prototypes vs Digital Prototypes Paper prototypes usually allow designers to explore a broader range of ideas Paper prototypes are often less expensive, faster, and easier to create and modify Paper prototypes keep the focus on high-level design Paper prototypes separate issues of design from issues of implementation

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15 Activity Time! PAPER PROTOTYPE YOUR INVENTION

16 Challenge Same groups of 4 1 “normal” interface 1 “whacky” interface 20 minutes

17 Reflection WHAT DID WE NOTICE?

18 Bonus TEST ANOTHER GROUP’S INTERFACE


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