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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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