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{{Short description|Creation and testing of prototypes}}
== Background ==
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{{Blockquote|text="As you come down in scale, it is much more likely that you will be able to mass produce the object, and therefore be able to make a prototype, test it and try it out and explore it."|author=J.K. Page <ref>{{Cite book|last=Page|first=J.K.|title=A Review of the Papers Presented at the Conference|work=Conference on Design Methods|year=1963|pages=212}}</ref>}}
In 1968, [[L. Bruce Archer|Bruce Archer]], a relevant figure in the "Design Methods Movement" describes the design process. One of the stages of the process is called "Prototype development" and it indicates activities to build and test a prototype.<ref>{{Cite book|last=Archer|first=L Bruce|title=The Structure of Design Processes|work=Thesis|publisher=Royal College of Art|year=1968}}</ref> Thus, it would be possible to say that from a design methods' perspective, ''prototyping'' recalls a process in which a prototype is built, tried out and tested. In the same line, additional references to prototyping can be found in later editions of the [[Design Research Society|Design Research Society's]] Conferences.<ref>{{cite web |first1=Design Research Society |last1=DRS |title=DRS Conference volumes |url=https://dl.designresearchsociety.org/conference-volumes/index.2.html |website=DRS Digital Library |publisher=DRS |access-date=17 June 2021}}</ref> For example, referring to build models and use them to consult people out of the design team, review the model and make decisions on how to modify the design proposal;<ref>{{cite
However, one of the first documented uses of the term ''prototyping'' linked to a design process appears in 1983 in ''A systematic look at prototyping'' <ref name="Floyd" /> in the field of information systems and software development. The work of Floyd was inspired by the discussions among the scholars who were preparing the ''Working Conference on Prototyping.'' It focuses on ''prototype'' as a process, rather than the artefact and how prototyping could be applied to the full solution (or product) or parts of it seeking to improve the final output. Although this work was not developed within the design discipline, it provides a comprehensive characterisation of prototyping by defining its steps, purposes and strategies. Moreover, it serves as a referent to further studies of design prototyping.
[[File:3D printing functional prototypes.jpg|thumb|Example of a rapid prototyping technique: 3D printing of prototypes]]
Later, around the year of 1990, the availability of methods for rapidly manufacturing models and prototypes stimulated the publication of a great body of literature dedicated to [[rapid prototyping]] techniques and technologies (e.g., [[3D printing]]). Technologies for [[3D printing|additive manufacturing]] (i.e., adding material) or [[Machining|substractive manufacturing]] (i.e., removing material) together with the use of software for [[computer-aided design]] (CAD), leveraged prototype building but also the fabrication of products in limited numbers.
Along the years, further efforts have been dedicated to characterising prototyping in design disciplines in the fields of [[interaction design]], [[User experience design|experience design]],<ref name="Buchenau">{{Cite
== Prototyping cycle ==
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[[File:Paper prototype of website user interface, 2015-04-16.jpg|thumb|Paper prototype of a website user interface]]
# Preparation: to decide
# Making: some or various dimensions will be represented in a prototype (e.g., material, form or function) <ref name="Lim">{{Cite journal|last1=Lim|first1=Youn-Kyung|last2=Stolterman|first2=Erik|last3=Tenenberg|first3=Josh|date=2008|title=The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas|url=https://dl.acm.org/doi/10.1145/1375761.1375762|journal=ACM Transactions on Computer-Human Interaction|language=en|volume=15|issue=2|pages=1–27|doi=10.1145/1375761.1375762|s2cid=9985664|issn=1073-0516|url-access=subscription}}</ref> employing an appropriate{{clarify|date=October 2021}} depending on the purpose. The relevance on making on design has been increasing in the last years and transforming while new design disciplines emerge. For instance, whilst [[Sketch (drawing)|sketches]] were previously another category of visual design representations,<ref>{{Cite journal|last1=Pei|first1=Eujin|last2=Campbell|first2=Ian|last3=Evans|first3=Mark|date=2011|title=A taxonomic classification of visual design representations used by industrial designers and engineering designers|url=https://www.tandfonline.com/doi/abs/10.2752/175630610X12877385838803|journal=The Design Journal|volume=14|issue=1|pages=64–91|doi=10.2752/175630610X12877385838803|s2cid=108653894}}</ref> today they could also be considered prototypes in service design.<ref name="Stickdorn"/>
# Testing: the prototyping session develops in a defined setup with certain characteristics of space and environment and will follow a method to gather feedback.
# Analysing: the results of the testing will be integrated into the solution and updated in the following prototype versions.[[File:UX prototyping 4.jpg|thumb|User experience (UX) prototyping: testing of a mobile application]]
One example of this cycle could be the design of a digital interface in the early stages of the process applying [[paper prototyping]].<ref>{{Cite web|last=Stickdorn, Lawrence, Hormeß, Schneider|title=This is Service Design Doing - Methods - Paper prototyping|url=https://www.thisisservicedesigndoing.com/methods/paper-prototyping
== Characteristics of prototyping ==
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=== Position in the process ===
[[File:Double-diamond-process.jpg|thumb|Double Diamond inspired in the [[Design Council|Design Council
Whilst for some scholars prototyping was happening in a particular stage of the design process, the importance of prototyping has been gaining relevance as a continuous activity since the early stages of the process.<ref name="Blom_Holm" /><ref>{{Cite journal|last1=Sanders|first1=Elizabeth B.-N.|last2=Stappers|first2=Pieter Jan|date=2014-01-02|title=Probes, toolkits and prototypes: three approaches to making in codesigning|url=http://www.tandfonline.com/doi/abs/10.1080/15710882.2014.888183|journal=CoDesign|language=en|volume=10|issue=1|pages=5–14|doi=10.1080/15710882.2014.888183|s2cid=108955372|issn=1571-0882|url-access=subscription}}</ref> Considering in which moment of the process prototyping is going to be developed will guide decisions on its purpose and further characteristics of prototyping.
=== Purpose ===
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Prototypes can represent one component of a future solution such as "(Inter)actions, service processes, experiences, physical objects, environments, spaces, architecture, digital artifacts and software, ecosystems, [or] (business) value" <ref name="Stickdorn" /> or comprise various of these components.<ref name="Blom_Holm" />
Moreover, a prototype can reflect one or multiple dimensions of the future solution and a variety of aspects could be considered. A simple approach would be to think on the ''[[fidelity]],'' meaning how close the prototype resembles to the final solution (blom)(stick). More comprehensive approaches can be considered through multiple dimensions. For instance, Houde and Hill describe the “role” (i.e., functionality for the user), “look and feel” (i.e., sensory, and experiential aspects), “implementation” (i.e., performance of the solution).<ref>{{Cite journal|last1=Houde|first1=Stephanie|last2=Hill|first2=Charles|date=1997|title=What do prototypes prototype?|url=http://www.itu.dk/people/malmborg/Interaktionsdesign/Kompendie/Houde-Hill-1997.pdf|journal=Handbook of Human-computer Interaction|publication-place=North-Holland|pages=367–381|doi=10.1016/B978-044481862-1.50082-0|isbn=9780444818621|s2cid=18520479 }}</ref> Lim, Stolterman and Tenenberg propose a classification of prototypes according to “filtering dimensions: functionality, interactivity, and spatial structure"; and “manifestation dimensions:materials, resolution, and scope".<ref name="Lim" /> They suggest these dimensions can be pondered in order to decide how the prototype should be.
{{Blockquote|text="The best prototype is one that, in the simplest and the most efficient way, makes the possibilities and limitations of a design idea visible and measurable”|author=Lim, Stolterman and Tenenberg, 2008 <ref name="Lim" />}}
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* [[Product design]]
* [[Service design]]
* [[Software prototyping]]
* [[Participatory design|Participatory design - co-design]]
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