The Rapid Prototyping Process 29 What Is a Prototype: the 4 Dimensions 31 What to Prototype: 4 Ways to Combine Fidelity & Functionality 32 Takeaway 36
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Prototype Evaluation in Service Design a Case Study at an Emergency Ward
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// PROTOTYPE EVALUATION IN SERVICE DESIGN A CASE STUDY AT AN EMERGENCY WARD Johan Blomkvist Linköping University [email protected] ABSTRACT Prototypes based on user research are embodiments INTRODUCTION of hypotheses about how behaviour and experiences This paper takes a closer look at a specific instance will change. The purpose of prototypes has been of service prototyping. The aim is to suggest a discussed in academic literature but in the case of process for measuring how people experience a service design, some of that knowledge needs to be prototype of a service, for designers and re-examined. In Service design, one of the problems collaborating stakeholders to be able to evaluate it. is that the impact of prototypes is complex and The process should be easy to go through and usable difficult to predict. A way to counter this dilemma is for design practitioners trying to evaluate the impact to put more focus on making the hypotheses explicit of prototypes on service experiences. The case and testable. This paper presents a practical process presented is based on a prototyping project for using designers’ hypotheses to generate survey conducted by a Swedish service design agency. The tools for evaluating the impact of prototypes in suggested process for evaluating service prototypes service systems. This is also a way for designers to builds on the assumption that service prototypes, verbalize the purpose of service prototypes in a based on user research, are manifestations of contextual and situated way. The tool was designed hypotheses about how behaviour and experiences to be quick, easy, and light-weight, to suit the needs will change. -
Software Development Lifecycle (Sdlc) Models & Agile Methods
sdlc% how did that happen? software development lifecycle (sdlc) models & agile methods • by analogy with civil engineering, where you design first, then do construction • in software, there is no “construction” it’s all design • used to be called coding sdlc%(2)% sdlc%(3)% • what is a software development process? • what is the lifecycle of a software project? • will talk about “agile” later. first, we’ll talk about “disciplined” or is it “traditional?” or is it “sturdy?” or is it “planned?” or is it… sdlc%(4)% example%feature%workflow% • tend to talk about sdlc in terms of a dichotomy – !“agile”!vs.!well…um…“not!agile”! – or,!“planned”!vs.!“con8nuous”! – others!tend!to!(incorrectly)!think!that!the! deployment!method!implies!the!process! • saas!==!agile! • installed!==!tradi8onal! • think more in terms applying the process on an individual feature, or an aggregate goal%of%sdlc% waterfall% Requirements! Design! Construc8on! • what’s the goal of a good sdlc? Integra8on! – passes!all!the!tests!(external!quality!aAriButes)! Debugging! – good!design/architecture!(internal)! Installa8on! Maintenance! – good!user!experience!(quality!in!use)! • move from one phase to the next only when its preceding phase is – process!quality!(can!process!help!ensure! completed and perfected. product!quality)! • first mentioned by Royce in 1970 as an example of a flawed, non- working model for software development. • US department of defence projects attempted to entrench this model by requiring their contractors to produce the waterfall deliverables and then to formally accept them to a certain schedule (US military standard DoD-2167) – there!was!a!unwieldy!process!for!going!Back!and!amending!previous! deliverables! waterfall%(2)% waterfall%(3)% more problems problems • static view of requirements – ignores volatility • lack of user involvement once specification is written • unrealistic separation of specification from design • often tracked with Gantt charts! • doesn’t easily accommodate prototyping, – printed!and!taped!up!on!the!wall! reuse, etc. -
Novice Designers' Use of Prototypes in Engineering Design
Novice designers’ use of prototypes in engineering design Michael Deininger, Shanna R. Daly, Kathleen H. Sienko and Jennifer C. Lee, University of Michigan, George G. Brown Laboratory, Hayward Street, Ann Arbor, MI 48109, USA Prototypes are essential tools in product design processes, but are often underutilized by novice designers. To help novice designers use prototypes more effectively, we must first determine how they currently use prototypes. In this paper, we describe how novice designers conceptualized prototypes and reported using them throughout a design project, and we compare reported prototyping use to prototyping best practices. We found that some of the reported prototyping practices by novice designers, such as using inexpensive prototypes early and using prototypes to define user requirements, occurred infrequently and lacked intentionality. Participants’ initial descriptions of prototypes were less sophisticated than how they later described using them, and only upon prompted reflection did participants recognize more specific benefits of using prototypes. Ó 2017 Elsevier Ltd. All rights reserved. Keywords: design education, novice designers, product design, prototypes, user centered design rototyping is a combination of methods that allows physical or visual form to be given to an idea (Kelley & Littman, 2006; Schrage, 2013) Pand plays an essential role in the product development process, enabling designers to specify design problems, meet user needs and engineer- ing requirements, and verify design solutions (De Beer, Campbell, Truscott, Barnard, & Booysen, 2009; Moe, Jensen, & Wood, 2004; Viswanathan & Linsey, 2009; Yang & Epstein, 2005). Designers tend to think of prototypes as three-dimensional models, but nonphysical models, including 2D sketches and 3D CAD models, as well as existing products or artifacts, can also serve as prototypes (Hamon & Green, 2014; Ullman, Wood, & Craig, 1990; Wang, 2003). -
MAD SCIENCE! Ab Science Inc
MAD SCIENCE! aB Science Inc. PROGRAM GUIDEBOOK “Leaders in Industry” WARNING! MAY CONTAIN: Vv Highly Evil Violations of Volatile Sentient :D Space-Time Materials Robots Laws FOOT table of contents 3 Letters from the Co-Chairs 4 Guests of Honor 10 Events 15 Video Programming 18 Panels & Workshops 28 Artists’ Alley 32 Dealers Room 34 Room Directory 35 Maps 41 Where to Eat 48 Tipping Guide 49 Getting Around 50 Rules 55 Volunteering 58 Staff 61 Sponsors 62 Fun & Games 64 Autographs APRIL 2-4, 2O1O 1 IN MEMORY OF TODD MACDONALD “We will miss and love you always, Todd. Thank you so much for being a friend, a staffer, and for the support you’ve always offered, selflessly and without hesitation.” —Andrea Finnin LETTERS FROM THE CO-CHAIRS Anime Boston has given me unique growth Hello everyone, welcome to Anime Boston! opportunities, and I have become closer to people I already knew outside of the convention. I hope you all had a good year, though I know most of us had a pretty bad year, what with the economy, increasing healthcare This strengthening of bonds brought me back each year, but 2010 costs and natural disasters (donate to Haiti!). At Anime Boston, is different. In the summer of 2009, Anime Boston lost a dear I hope we can provide you with at least a little enjoyment. friend and veteran staffer when Todd MacDonald passed away. We’ve been working long and hard to get composer Nobuo When Todd joined staff in 2002, it was only because I begged. Uematsu, most famous for scoring most of the music for the Few on staff imagined that our three-day convention was going Final Fantasy games as well as other Square Enix games such to be such an amazing success. -
Exploring XP for Scientific Research
focusExtreme Programming Exploring XP for Scientific Research William A. Wood and William L. Kleb, NASA Langley Research Center xtreme Programming, as an agile programming methodology, fo- cuses on delivering business value. In the realm of exploratory, long-term, small-scale research projects, prioritizing near-term E tasks relative to their business or scientific value can be difficult. Assigning even a qualitative monetary value can be particularly challenging for government research in enabling fields for which business markets have not yet developed. The conflict between near-term value and long-term research objectives leads to a culture clash when apply- the project using a GNU/Linux operating sys- ing basic XP practices. tem, the Emacs integrated development environ- We decided to explore this culture clash ment, and the Ruby programming language.1,2 when the Langley Creativity and Innovation Of- We had prior experience programming related fice solicited bids for exploring nontraditional algorithms for the advection-diffusion equation methodologies for aerospace engineering re- using Fortran but no experience in team soft- search. C&I was looking for a way to produce ware development, object-oriented design, extraordinary gains in productivity or enable unit testing, or programming with Ruby. entirely new applications. We submitted a bid As the project began, we realized that we and received one-year funding to perform a first had to deal with several cultural conflicts short prototyping assessment of XP at the before implementing the 12 XP practices. NASA Langley Research Center. We conducted Cultural conflicts Kent Beck lists nine environments that he says don’t work well with XP.3 Six of these Eight of Extreme Programming’s 12 practices are seemingly nine are counter to the existing culture at Lan- incompatible with the existing research culture. -
Prototypes in Engineering Design: Definitions and Strategies
INTERNATIONAL DESIGN CONFERENCE - DESIGN 2016 Dubrovnik - Croatia, May 16 - 19, 2016. PROTOTYPES IN ENGINEERING DESIGN: DEFINITIONS AND STRATEGIES L. S. Jensen, A. G. Özkil and N. H. Mortensen Keywords: prototype definition, product development, prototyping strategy 1. Introduction Prototypes are essential in product development. They can help to create, explore, describe, test and analyse the item being designed. The role and the importance of prototyping has been rapidly changing and progressing as emerging business models - such as crowdfunding and new digital fabrication technologies - directly influence engineering design and product development practices. Although they are an essential part of product development, the terms ‘prototype’ and ‘prototyping’ do not have commonly accepted definitions and refer to a range of artefacts and processes that have different meanings, purposes, and characteristics. This fragmentation stems from different industries and research fields, and we believe that there is a need for identifying and understanding the variations in definitions and strategic roles of prototypes in product development. This paper answers the following questions: How are ‘prototypes’ defined in engineering design literature? What are the strategic elements of prototyping? The basis of this study is a systematic literature review of prototypes in engineering design and product development. The Scopus database was used to perform the review. We found that "prototype" is a very commonly used term in the literature (455,357 publications); whereas its combinations with search terms of ‘engineering design’ and ‘product development’ yield only 3,013 publications. The search results were manually screened for their relevance to the aims of this paper, and 81 publications that discuss prototypes and prototyping were identified. -
Game Programming All in One, 2Nd Edition
00 AllinOne FM 6/24/04 10:59 PM Page i This page intentionally left blank Game Programming All in One, 2nd Edition Jonathan S. Harbour © 2004 by Thomson Course Technology PTR. All rights reserved. No SVP,Thomson Course part of this book may be reproduced or transmitted in any form or by Technology PTR: any means, electronic or mechanical, including photocopying, record- Andy Shafran ing, or by any information storage or retrieval system without written permission from Thomson Course Technology PTR, except for the Publisher: inclusion of brief quotations in a review. Stacy L. Hiquet The Premier Press and Thomson Course Technology PTR logo and Senior Marketing Manager: related trade dress are trademarks of Thomson Course Technology PTR Sarah O’Donnell and may not be used without written permission. Marketing Manager: Microsoft, Windows, DirectDraw, DirectMusic, DirectPlay, Direct- Heather Hurley Sound, DirectX, and Xbox are either registered trademarks or trade- marks of Microsoft Corporation in the U.S. and/or other countries. Manager of Editorial Services: Apple, Mac, and Mac OS are trademarks or registered trademarks of Heather Talbot Apple Computer, Inc. in the U.S. and other countries. All other trade- Acquisitions Editor: marks are the property of their respective owners. Mitzi Koontz Important: Thomson Course Technology PTR cannot provide software support. Please contact the appropriate software manufacturer’s techni- Senior Editor: cal support line or Web site for assistance. Mark Garvey Thomson Course Technology PTR and the author have attempted Associate Marketing Managers: throughout this book to distinguish proprietary trademarks from descrip- Kristin Eisenzopf and Sarah Dubois tive terms by following the capitalization style used by the manufacturer. -
Haruhi in Usa: a Case Study of a Japanese Anime in the United States
HARUHI IN USA: A CASE STUDY OF A JAPANESE ANIME IN THE UNITED STATES A Thesis Presented to the Faculty of the Graduate School of Cornell University In Partial Fulfillment of the Requirements for the Degree of Master of Arts by Ryotaro Mihara August 2009 © 2009 Ryotaro Mihara ALL RIGHTS RESERVED ABSTRACT Although it has been more than a decade since Japanese anime became a popular topic of conversation when discussing Japan, both within the United States and in other countries as well, few studies have empirically investigated how, and by whom, anime has been treated and consumed outside of Japan. This research thus tries to provide one possible answer to the following set of questions: What is the empirical transnationality of anime? How and by whom is anime made transnational? How is anime transnationally localized/consumed? In order to answer the questions, I investigated the trans-pacific licensing, localizing, and consuming process of the anime The Melancholy of Haruhi Suzumiya (Haruhi) from Japan to the United States by conducting fieldwork in the United States’ agencies which localized Haruhi as well as U.S. anime and Haruhi fans. The central focus of this research is the ethnography of agencies surrounding Haruhi in the United States and Japan. I assume that these agencies form a community with a distinctive culture and principles of behaviors and practices in the handling of the Haruhi anime texts. The research findings to the above questions could be briefly summarized as follows. The worldview, characters, and settings of Haruhi (i.e. a fictious world of Haruhi which is embodied and described through its anime episodes and other related products) “reduces” and “diffuses” as it is transferred on the official business track from the producers in Japan to the localizers in the United States (i.e. -
Prototyping in the in - Between
Design Research Society DRS Digital Library DRS Biennial Conference Series DRS2016 - Future Focused Thinking Jun 17th, 12:00 AM Prototyping in the in - between. A Method for Spatial Design education Jennie Anderson-Schaeffer Mälardalen University Marianne Palmgren Mälardalen University Follow this and additional works at: https://dl.designresearchsociety.org/drs-conference-papers Citation Anderson-Schaeffer, J., and Palmgren, M. (2016) Prototyping in the in - between. A Method for Spatial Design education, in Lloyd, P. and Bohemia, E. (eds.), Future Focused Thinking - DRS International Conference 2016, 27 - 30 June, Brighton, United Kingdom. https://doi.org/10.21606/drs.2016.162 This Research Paper is brought to you for free and open access by the Conference Proceedings at DRS Digital Library. It has been accepted for inclusion in DRS Biennial Conference Series by an authorized administrator of DRS Digital Library. For more information, please contact [email protected]. Prototyping in the in-between. A Method for Spatial Design education Jennie Andersson Schaeffer* and Marianne Palmgren Mälardalen University * [email protected] DOI: 10.21606/drs.2016.162 Abstract: A challenge in today's design education practice is to formulate and use methods that support competences in the in-between-space between basic form training and learning that is relevant for designers in the future society. The aim of the paper is to discuss and to evaluate prototyping exercises in design education placed in that in-between space. Four different approaches to prototyping exercises are described, examined and evaluated in the paper. The prototyping exercises are engaging the students in the learning cycle phases of learning by experimentation and learning by experiencing. -
Computer Aided Design to Produce High-Detail Models Through Low Cost Digital Fabrication for the Conservation of Aerospace Heritage
applied sciences Article Computer Aided Design to Produce High-Detail Models through Low Cost Digital Fabrication for the Conservation of Aerospace Heritage Jose Luis Saorín 1 , Vicente Lopez-Chao 1,* , Jorge de la Torre-Cantero 1 and Manuel Drago Díaz-Alemán 2 1 Engineering Graphics Area, University of La Laguna, 38204 Tenerife, Spain; [email protected] (J.L.S.); [email protected] (J.d.l.T.-C.) 2 Department of Fine Arts, University of La Laguna, 38204 Tenerife, Spain; [email protected] * Correspondence: [email protected] Received: 7 May 2019; Accepted: 3 June 2019; Published: 6 June 2019 Abstract: Aerospace heritage requires tools that allow its transfer and conservation beyond photographs and texts. The complexity of these engineering projects can be collected through digital graphic representation. Nevertheless, physical scale models provide additional information of high value when they involve full detailed information, for which the model in engineering was normally one more product of the manufacturing process, which entails a high cost. However, the standardization of digital fabrication allows the manufacture of high-detail models at low cost. For this reason, in this paper a case study of the graphic reengineering and planning stages for digital fabrication of a full-scale high-detail model (HDM) of the spatial instrument of the European Space Agency, named the Solar Orbiter mission Polarimetric and Helioseismic Imager (SO/PHI), is presented. After the analysis of this experience, seven stages of planning and graphic reengineering are proposed through collaborative work for the low cost digital manufacture of HDMs. Keywords: engineering graphics; digital manufacture; 3D printing; computer-aided design; Autodesk Fusion 360; aerospace heritage 1. -
Risk Management and Agile Software Development: Optimizing Contractual Design
Verlag Dr. Otto Schmidt 30.09.2016 CRi 6/2010 161 John P. Beardwood /Michael Shour Risk Management and Agile Software Development: Optimizing Contractual Design A recent report from Forester Research(Dr. Dobb’s I. Understanding (FR)AGILE Software Global Developer Technographics Survey Q3 2009) asked a cross-selection of 1298 IT professionals to iden- 1. Traditional Software Development tify which methodology most closely reflected the devel- Agile is perhaps best understood by contrasting it to opment process that such professional was currently Waterfall methods of development. The traditional using. At 35 %, the most popular response was Agile, in plan-driven software development model of the Water- comparison to a mere 13 % who responded that Water- fall process was initially conceived to manage the devel- fall was their current methodology of choice. Put opment of large software projects in the 1960s, such as another way, three times as many IT professionals used IBM’s System/360 operating system. Waterfall arranges Agile methodologies as did those who used Waterfall. software development into a sequential series of com- partmentalized phases, each with its own defined deli- Over the last ten years, Agile software development verables. A typical Waterfall process will be comprised methodologies – those which take an iterative and incre- of the following phases: requirements analysis; project mental approach, which aim to reduce unnecessary doc- planning and system design; coding; and integration and umentation and formality, and which seek to promote testing. 1 teamwork and experimentation – have increasingly been adopted by the software development community. The Waterfall process is characterized by planning, Agile’s advocates argue that by liberating programmers organization, and documentation. -
Representing Future Situations of Service Prototyping
Linköping Studies in Arts and Science, No.618 Representing Future Situations of Service Prototyping in Service Design by Johan Blomkvist Department of Computer and Information Science Linköping University SE-581 83 Linköping Sweden Linköping 2014 Linköping Studies in Arts and Science No. 618 At the Faculty of Arts and Science at Linköping University, research and doctoral studies are carried out within broad problem areas. Research is organised in interdisciplinary research environments and doctoral studies mainly in graduate schools. Jointly, they publish the series at Linköping Studies in Arts and Science. This thesis comes from the Human-Centred Systems Division at the Department of Computer and Information Systems. Copyright © 2014 Johan Blomkvist ISBN: 978-91-7519-343-4 ISSN: 0282-9800 Printed by: LiU-Tryck 2014 Cite as: Blomkvist, J. (2014). Representing Future Situations of Service: Prototyping in Service Design. Linköping Studies in Arts and Science, Dissertation No. 618. Linköping, Sweden: Linköping University Electronic Press. Typeset in: Calluna, http://www.exljbris.com/calluna.html by exljbris Fontin Sans RG and Fontin Sans SC, http://www.exljbris.com/fontinsans.html by exljbris URL: http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-105499 The cover photos show service representations used for desktop prototyping. They were made by our students in the ‘new’ service design course 2009 (Blomkvist, Holmlid, & Segelström, 2011a). Abstract This thesis describes prototyping in service design through the theoretical lens of situated cognition. The research questions are what a service prototype is, what the benefits of service prototyping are, and how prototypes aid in the process of designing services.