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MJSII: Prototype Readings

"What I hear I forget. What I see, I remember. What I do, I understand!" - Chinese philosopher Lao Tse

'What Do Prototypes Prototype' - Houde Hill

This is an article that every designer should read. It lays down the foundation and fundamentals for what prototyping is. This reading solidified for me how one's final product should be. The triangular diagram with the corners being labeled as 'Implementation' | 'Look & Feel' | 'Role'. I see this diagram as being a map for how my prototypes should have different focuses. One prototype might only be focused on 'look & feel' while another can only be focused on the 'role' that the device plays. Another important take away from this reading, is the fact that these prototypes don't have to be high fidelity. We are encouraged to keep these prototypes and iterations flowing fluidly and that's only possible if we use basic materials to express our idea or the experience of the design. In the DT program, I'm surrounded by students who create some of the most finished, professional looking pieces. Then this plague like mindset hits me when I feel as though my pieces need to fit that level of perfection. In reality though, yes your final piece should look polished but if you have 1 month to produce a piece the emphasis should be on the overall interaction and experience of the device/creation. Sometimes I think designers focus too much on the end product way to early on in the design process. Go through the bumps, create and dump as much as you can in the process. Only good can result from it. I definitely need to remember that as I embark on this adventure that is my MJSII final project.

"Experience Prototyping" - Buchenau & Suri

Yooooo this reading kind of blew my mind! There are way more forms of prototyping that I had NEVER considered. How many days can you experience something? Well first off, your senses are all forms of experiencing something. So now think of methods in which to trigger those senses within the realm of prototyping. 'Role Playing' is a genius method of prototyping an experience. Because is you can do user testing through this prototyping method and receive feedback that much quicker. If you think about it, most of the 1st prototypes of our projects within this class there was a form of 'Role Playing', but that wasn't the clear motive of our presentations... it just happened to go that way. When redesigning a space the best for of prototyping would be to recreate that space using everyday objects and placing individuals within that space.

Yes after reading this designers can get into a mindset where they assume their clients have the same understanding of prototyping as them. But this is NOT true. Communication and clarity when going through the design process is key. Everyone has a different idea of what prototyping looks like so make sure before presenting it that you introduce the angle at which you made the prototype.

'Bodystorming as Embodied Designing' - Schleicher, Jones, Kachur

The abilities at which our body can be used in different contexts is so COOL!! Also, any form of prototyping that requires very little tech is ideal. If you are designing an object, device, or system that is meant to exist within a certain space than it should go without saying that you should experience that space within various contexts. Sit, smell, hear, feel that space. Perception of the space is way more important than the facts of representation for the space.

"Reality has to be perceived and shared, because our representations will always fail to capture experience and fail to communicate anything but a snapshot to others."

A key aspect of design is observation. Observation is where all of my projects stem from. By living in reality and observing the various interactions in the world, little nuggets of inspiration and problem-solving will stem from that. Observation doesn't have to be a targeting action. You are to observe whomever you want, but it's also important to observe your own actions and reactions within certain situations. Bodystorming includes constant communication which is beneficial to both the designers, and the actors.

Bill Buxton7 reminds us that “innovation in process trumps innovation in product,”

This form or prototyping makes the user/actors a key part in the whole design process which makes the whole design process more inclusive.

Further, by performing visions of user engagement, with no technologies other than our own bodies, we move toward a new mode of communication in design that allows everyone to literally play a role in the design process.

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