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<!-- EDIT BELOW THIS LINE -->'''Design prototyping''' in its broader definition comprises the actions to make, test and analyse a [[prototype]], a [[Physical_model|model]] or a [[mockup]] according to one or various purposes in different stages <ref name="Blom_Holm">{{Cite journal|last=Blomkvist|first=Johan|last2=Holmlid|first2=Stefan|date=2011|title=Existing prototyping perspectives: Considerations for service design|journal=Nordes 4}}</ref> of the [[design|design process]]. <ref name="Floyd">{{Cite book|last=Floyd|first=Christiane|title=A systematic look at prototyping|work=In Approaches to prototyping|publisher=Springer|year=1984|___location=Berlin, Heidelberg|pages=1-18}}</ref> <ref name="Stickdorn">{{Cite book|last=Stickdorn|first=Marc|url=|title=This is service design doing : applying service design thinking in the real world : a practitioner's handbook|last2=Hormess|first2=Markus Edgar|last3=Lawrence|first3=Adam|last4=Schneider|first4=Jakob|date=2018|publisher=O'Reilly Media, Inc.|others=Markus Hormess, Adam Lawrence, Jakob Schneider|year=2018|isbn=978-1-4919-2718-2|edition=1st|___location=Sebastopol, CA|oclc=922913141}}</ref> Other definitions consider ''prototyping'' as the methods or techniques for making a prototype (e.g., [[Rapid prototyping|rapid prototyping techniques]]), <ref name=":0" /> or a stage in the design process (prototype development, prototype or prototyping)
== Background ==
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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]]
== Prototyping cycle ==
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# 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|url-status=live|access-date=June 17, 2021|website=This is Service Design Doing}}</ref> In this case, prototyping may seek to explore and evaluate multiple alternatives of ideas with the users as fast and cheap as possible, before investing time to program it. Thus, the prototypes will represent the structure of the interface by using simple forms and text to indicate the elements (1). A common technique for creating prototypes of digital interfaces would be to sketch [[Website wireframe|wireframes]] in paper (2). The team will meet with a potential user and the wireframes will be presented by the design researcher. The user will simulate to click the elements and explain the actions that intends to do while moving to other sheets that represent other screens in the navigation flow (3). The feedback gathered will be used to make decisions on the aspects that need to be modified and the layout of the interface will be updated (4).
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=== Prototype ===
[[File:Design Thinking Workshop WMDE Prototyp Wiki-Dorf.jpg|thumb|Prototype of a service made with paper illustrations and other simple elements]]
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
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|last=Houde|first=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}}</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"
{{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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