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Workshop Guide: Prototype

This document provides guidance for a design team workshop focused on prototyping. It includes: 1. An agenda for the workshop with timing for each activity. Activities include evaluating ideas, creating an experience map, and starting to prototype. 2. Instructions and discussion prompts for evaluating the team's top ideas from the previous ideation phase to select which to prototype. 3. A list of suggested supplies for prototyping and guidance for coordinating materials among team members. The workshop is intended to help the team progress their design process from ideation to prototyping over approximately 2.5 hours.

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rubsrubs
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0% found this document useful (1 vote)
477 views28 pages

Workshop Guide: Prototype

This document provides guidance for a design team workshop focused on prototyping. It includes: 1. An agenda for the workshop with timing for each activity. Activities include evaluating ideas, creating an experience map, and starting to prototype. 2. Instructions and discussion prompts for evaluating the team's top ideas from the previous ideation phase to select which to prototype. 3. A list of suggested supplies for prototyping and guidance for coordinating materials among team members. The workshop is intended to help the team progress their design process from ideation to prototyping over approximately 2.5 hours.

Uploaded by

rubsrubs
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 28

+ACUMEN

HCD WORKSHOP
1

4
PROTOTYPE

Workshop
Guide

DISCOVER IDEATE PROTOTYPE


+ACUMEN
HCD WORKSHOP
2

TABLE OF CONTENTS
AN IMPORTANT NOTE ABOUT TIME

At this point, your design team should have found a nice workshop rhythm. Have you been completing
workshops faster than the estimated time? Slower? Perhaps your team completed some of the
workshop activities over two weeks? Our estimate for Week 4 is that the activities included in these
workshop materials will take about 2.5 hours, plus some additional time to test your prototypes in the
community. However, we encourage your team to be flexible and move at the pace that is right for you.

WEEKLY LEADER'S GUIDE


Before the Workshop
Agenda & Materials

ACTIVITIES & DISCUSSIONS


01 Questions, Comments & Takeaways
02 Evaluate Your Best Ideas
03 Gut Check
04 Create an Experience Map
05 Determine What to Prototype
06 Start Prototyping
07 Test Your Prototype

HOMEWORK
08 Prepare for Week 5
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WEEKLY LEADER'S GUIDE

Before the Week 4 Workshop


CONFIRM
that you have a meeting space for your design team with tables or floor space to work
around and plenty of space.

CONSIDER
holding the workshop on a weekend and during the day. As part of Week 4 Prototype
activities, your team will be testing your ideas with the community. As such, it may be
easier to schedule a few hours of prototype testing after your workshop. Alternatively,
it might make more sense for your team to test your prototypes throughout the week
following the workshop.

PRINT
Week 4 Workshop Guide. To save paper, it is not required to print the Week 4 Readings.
Check with your team members and encourage them to print the Week 4 Workshop
Guide as well.

COORDINATE
with your team to bring supplies for the Week 4 workshop. This list is a starting point.
If you dont have all of these supplies, be creative and bring to class whatever you think
might work. Some examples could include:
- paper (white + colored) - X-acto knives - Post-it Notes
- tape - pipe cleaners - markers
- scissors - fabric - stickers
- a stapler - clay
- Foam Core boards - glue

LEAD
the workshop. This Guide will walk you through facilitating the activities, discussions
and assignments for Week 4. You will also want to keep track of time so that your
group makes it through the full workshop in approximately 2.5 hours. Make sure to read
the Week 4 Readings thoroughly so that you can effectively lead your team this week.
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WEEKLY LEADER'S GUIDE

Agenda
01 Questions, Comments & Takeaways 10 minutes
02 Evaluate Your Best Ideas 10 minutes
03 Gut Check 20 minutes
04 Create an Experience Map 20 minutes
05 Determine what to Prototype 20 minutes
Break 5 minutes
06 Start Prototyping 45 minutes
07 Test your Prototype To be determined by your team
08 Homework: Prepare for Week 5 5 minutes

Materials Needed
See the Weekly Leader's Guide on p. 3 for a list of
potential prototyping supplies. Coordinate with your
team to determine what you can collect as a team.
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ACTIVITY
01
QUESTIONS, COMMENTS & TAKEAWAYS
10 minutes

Congratulations! You've completed the Week 3 Ideate phase! Was it tough? Is everyone on your
design team still speaking with each other? You've also read all about the third phase of the design
process as part of the Week 4 Prototype Readings. Similar to the previous workshops, take a few
minutes during this Activity 01 to reflect on what you learned during the Ideate stage, ask questions,
and discuss a few of your "aha moments" from the last week.

Spend a few minutes reflecting on the questions below individually. Then discuss what you
are most excited about or interested in with your group.
- What would you most like to discuss with the group about your experiences during the Week 3 Ideate stage? What was most surprising?
What was the hardest part for you? Where did the team get stuck? Is everyone happy with the ideas you came up with during the brainstorm?
- Have you been keeping up with the Google+ Community? Are there teams around the world who are pursuing similar design solutions as
your team? Radically different solutions? Would you like to share something inspiring you saw?
- What were your big takeaways from the Week 4 Prototype Readings? Do you have questions?
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ACTIVITY
02
EVALUATE YOUR BEST IDEAS
10 minutes
Page 1 of 2

As part of the Week 3 Ideate workshop, your team generated many ideas during your brainstorm
session and then selected a handful of the most promising ideas at the end of workshop. This
activity will help your team evaluate those ideas and decide which ones to prototype this week.

How to evaluate your ideas

1 3 (Optional steps)
Hang your team's most promising ideas Number or name each idea that you've hung
from last week on the wall or place them at on the wall so that you can easily track them
the center of the table. Try to limit the total on page 2 of this worksheet.
number to five or fewer. If you have more,
are there places where you can combine 4
similar ideas into a single concept? Working individually, rate each idea using
the scoresheet located on the next page.
2 Use a separate sheet of paper and create
As a group, consider the following questions your own scoresheet following our example
about each idea: if you run out of space.
- Instinctively, how excited is your design
team about this idea? 5
- How innovative and different from what's As a group, compare the scores that the
out there does this idea feel? members of your team have given to each
- How practical do you think this idea is? idea. Which idea received the highest
Does implementing it seem realistic? score? Where did you agree and where
did you disagree? Is there clear consensus
Has a clear consensus emerged about an about which idea to prototype now that
idea that your team would like to prototype? you've gone through this exercise?
If yes, great! Move on to Activity 3. If no,
follow steps 3-5 located to your right.

A NOTE ABOUT GROUP SIZE

If your design team is two or three people, it's best to choose


one idea to prototype. If your design team has four or more
people, we suggest choosing two ideas to prototype.
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ACTIVITY
02
EVALUATE YOUR BEST IDEAS
Page 2 of 2

#
Least Most

Instinctively, how excited are you about this idea? 1 2 3 4 5

How innovative and different from what's out there does this idea feel? 1 2 3 4 5

How practical do you think this idea is? Does implementing it seem realistic? 1 2 3 4 5

Total =

#
Least Most

Instinctively, how excited are you about this idea? 1 2 3 4 5

How innovative and different from what's out there does this idea feel? 1 2 3 4 5

How practical do you think this idea is? Does implementing it seem realistic? 1 2 3 4 5

Total =

#
Least Most

Instinctively, how excited are you about this idea? 1 2 3 4 5

How innovative and different from what's out there does this idea feel? 1 2 3 4 5

How practical do you think this idea is? Does implementing it seem realistic? 1 2 3 4 5

Total =
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ACTIVITY
03
GUT CHECK
20 minutes
Page 1 of 4

Before we dive into prototyping, it's important to make sure that the idea you are excited to go
forward with relates back to the insights you identified in Week 3 and helps to solve your original
design challenge. Review our example on page two, then use the worksheets provided to complete
this activity as a team. If you are working in a larger group, you'll conduct this activity for the two
ideas that your team selected as part of Activity 02.

Give your idea a gut check

1
As a group, review the format that we've used in our A HELPFUL NOTE
example on the following page.
Since you likely only have one Post-it Note with
2 your selected idea for your f ull design team,
Now, working individually, answer these same questions consider redrawing the idea indiviudally on your
about your own idea on page three of this worksheet own Post-it Note and placing it in the place provided
( use page four if you have a large team and are on the worksheet. You might also choose to place
prototyping two ideas). Members of your team have the Post-it Note with the selected idea in a central
potentially interpreted the idea you plan to prototype location where everyone can see it.
differently or imagined the idea's benefits in a variety
of ways. Conversely, a team member might not believe
in the benefits of this idea and has an opinion on why
the idea should be modified or tweaked. This exercise
should help your team align around what the idea is that
you'll be prototyping, how it relates back to the design
challenge your team is trying to solve, and what the
potential benefits will be.

3
Come together as a group and discuss your answers.
If a majority of your team believes that the idea doesn't
help to solve the original design challenge, consider
going back to Activity 02 and selecting an alternative
idea to complete this exercise with until the team feels
like you've arrived at something that has potential to help
you resolve your design challenge.
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ACTIVITY
03
GUT CHECK
Page 2 of 4

E X A M P LE
Design challenge: How Might We question:

Increase demand for clean, low-cost toilets HMW create more flexible payment options for

in the community. clean toilet use?

Describe the idea:


Selected idea:
Prepaid cards for use at clean, public toilets in the

community. These prepaid cards might be used in a

similar manner to a public transit pass or pre-paying

for mobile minutes on a mobile phone.

How will this idea help to solve your design challenge?

We learned that people were not using clean toilets as

regularly as they would like because they often don't

have money throughout the month. This idea allows

people to pay for toilet use in one lump sum after

they get paid and then budget use into their monthly

expenses. It also makes using a clean toilet easier for

children (who we learned were often unable to pay)

because parents can give them pre-paid toilet cards.


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ACTIVITY
03
GUT CHECK
Page 3 of 4

Give your idea a gut check

Design challenge: How Might We question:

Selected idea: Describe the idea:

place Post-it Note


here or redraw the
idea yourself

How will this idea help to solve your design challenge?


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ACTIVITY
03
GUT CHECK
Page 4 of 4

Evaluate the ideas

Design challenge: How Might We question:

Selected idea: Describe the idea:

place Post-it Note


here or redraw the
idea yourself

How will this idea help to solve your design challenge?


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ACTIVITY
04
CREATE AN EXPERIENCE MAP
20 minutes
Page 1 of 7

Now that your design team has selected an idea to prototype, it's very important to break your
concept into bite-sized pieces that can be easily made and tested. A great way to do this is by
creating an experience map identifying the key moments over time when users will interact with
your idea. We've outlined step-by-step instructions below and completed our own worksheet on the
following pages. Review our examples, then use p. 57 of this worksheet to complete the activity
as a team.

How to create an experience map


1
As a group, visualize the experience that a user
might have with your idea over time. Any idea
or service that you create will have a beginning,
a middle, and an end for a user experiencing it.
How will a user find out about your idea? What
will their first experience with the product or
service be like? How does the experience end?

2
Place Post-it Notes in each of the empty boxes in
the space provided. Now draw the key moments
that your team has just identified in the journey
for a user experiencing your product or service.
Rough sketches or cartoons are great. Stick figures
are fine tooyou dont need to be an artist. You
should limit these key moments to six or less.

3
As a group, discuss the experience map you've just
created. Do you need to rearrange the order of A HELPFUL TIP
the Post-it Notes? Are there key steps in the user
journey that you've missed? Add them now. Try hanging your user journey up in a place where the entire
team can see it. Quickly walk through the experience together.
4
For each moment you've sketched, give that
moment a title in the space above the Post-it and
write a brief description of what's happening in
the space provided below the Post-it.
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ACTIVITY
04
CREATE AN EXPERIENCE MAP
Page 2 of 7

E X A M P LE
Title AWArEnEss Title InITIAL PurcHAsE

AWArEnEss AWArEnEss

Concisely describe what is happening Concisely describe what is happening


The user hears about a new service on the radio The user notices that "Best Latrine" prepaid cards
called "Best Latrine". The service sounds unique are being sold at a nearby kiosk in her neighborhood
because it allows cardholders to pay for visits to the and buys one. There is enough value on the card to
toilet in advance. last her family for one month.
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ACTIVITY
04
CREATE AN EXPERIENCE MAP
Page 3 of 7

E X A M P LE
Title fIrsT usE TitleTHE WHoLE fAMILy usEs THE sErvIcE

AWArEnEss
AWArEnEss

Concisely describe what is happening Concisely describe what is happening


on her first visit to the latrine, the user inserts user gives both her children a pre-paid card
her "Best Latrine" card into the slot and the door so they can use the bathroom on their own
unlocks. Inside, the toilet is clean and comfortable. when they need to.
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ACTIVITY
04
CREATE AN EXPERIENCE MAP
Page 4 of 7

E X A M P LE
Title rEfILL Title LoyALTy

AWArEnEss
AWArEnEss

Concisely describe what is happening Concisely describe what is happening


Happy after a month, user signs up to transfer Each time the user refers a neighbor to
money via M-Pesa (a service that allows her "Best Latrine", she is rewarded wtih an
to send money from her cellphone) to her Best incentive of some sort.
Latrine account.
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ACTIVITY
04
CREATE AN EXPERIENCE MAP
Page 5 of 7

Create your own experience map

Title Title

place post-it place post-it


drawing here drawing here

Concisely describe what is happening Concisely describe what is happening


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ACTIVITY
04
CREATE AN EXPERIENCE MAP
Page 6 of 7

Create your own experience map

Title Title

place post-it place post-it


drawing here drawing here

Concisely describe what is happening Concisely describe what is happening


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ACTIVITY
04
CREATE AN EXPERIENCE MAP
Page 7 of 7

Create your own experience map

Title Title

place post-it place post-it


drawing here drawing here

Concisely describe what is happening Concisely describe what is happening


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ACTIVITY
05
DETERMINE WHAT TO PROTOTYPE
20 minutes
Page 1 of 5

Now that you've created an experience map, it's time to identify and prioritize the questions that
you'll need to answer with your prototype. Just like last exercise, we've outlined step-by-step
instructions below and completed our own worksheet on the following page. Review our examples,
then complete the activity yourself.

Asking the right questions to scope a great prototype

1 3 5
Transfer the Post-It Notes on which you Now that you've identified questions Be sure to review our examples on the
sketched your final experience map you need to answer, work as a group next page. We did not show you all of
from Activity 04 to the blank spaces on to brainstorm different types of the moments in our user experience.
this Activity 05 worksheet. Re-title the prototypes that will help get answers Instead, we chose an example we
headlines for each key moment. to each question. It will be helpful thought was best to test first, and a
to review the various prototyping moment we felt made sense to test
2 methods contained in Activity 06 much later on.
For each moment in the user (p.22) of this Workshop Guide. You
experience you've identified, there is can also refer back to your Week
at least one question that you'll need 4 Readings.
to answer in order to understand if
your idea resonates with people. Write 4
at least one question for each moment As a group, decide which questions
in the space provided. it makes sense to answer first. For
example, you wouldn't worry about
a smaller feature related to your idea
or service, if you haven't yet tested if
there is demand for your idea in the
community. Prioritize your prototypes
by numbering them from 1X in the
space provided on the worksheet,
with "1" being the most important
to prototpe first.
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ACTIVITY
05
DETERMINE WHAT TO PROTOTYPE
Page 2 of 5

E X A M P LE
Title InITIAL PurcHAsE Title rEfILL

place
place post-it
post-it or
or
drawing
drawing here
here

What is the most important question to answer? What is the most important question to answer?
Will people be willing and able to make up front paryments Is transfering money to a pre-paid account via mobile phone a
for this toilet service? feature consumers want or need?

How might we test it? How might we test it?


create a mock-up Best Latrine card to help people create mock-ups of how a user might use their phone to
recharge their Best Latrine card by making simple drawings of
understand the look and feel of our idea. set up a table
a proposed user interface on Post-it notes and sticking them
and make some posters advertisting the Best Latrine over the screen of a mobile phone. Learn from users how
service. When people stop by, explain the service and much time this might save them, any concerns they might have
learn if they might be willing to sign up for the card and about using this feature (such as cost), and ask for suggestions
how much money they would be willing to put on the card. for features not included in the prototype.

Priority ranking # 1 Priority ranking # 6


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ACTIVITY
05
DETERMINE WHAT TO PROTOTYPE
Page 3 of 5

Transfer you Post-its and answer the questions below

Title Title

place post-it place post-it


drawing here drawing here

What is the most important question to answer? What is the most important question to answer?

How might we test it? How might we test it?

Priority ranking # Priority ranking #


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22

ACTIVITY
05
DETERMINE WHAT TO PROTOTYPE
Page 4 of 5

Transfer you Post-its and answer the questions below

Title Title

place post-it place post-it


drawing here drawing here

What is the most important question to answer? What is the most important question to answer?

How might we test it? How might we test it?

Priority ranking # Priority ranking #


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ACTIVITY
05
DETERMINE WHAT TO PROTOTYPE
Page 5 of 5

Transfer you Post-its and answer the questions below

Title Title

place post-it place post-it


drawing here drawing here

What is the most important question to answer? What is the most important question to answer?

How might we test it? How might we test it?

Priority ranking # Priority ranking #


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ACTIVITY
06
START PROTOTYPING
45 minutes
Page 1 of 2

It's time to start making! You've selected an idea to prototype and identified the most important
elements to test first. Fingers crossed, your team also has a good sense of how to go about building
your first prototype. Just in case, we've listed some of our favorite prototyping methods below.

Some prototyping methods

Create a model Create a diagram


Put together simple three-dimensional representations Imagine you are going door-to-door and showing potential
of your idea. Use paper, cardboard, pipe cleaners, fabric customers what your idea or potential service is. Map out
and whatever else you can find. Keep it rough and at a low the structure, journey or process of your idea in a way that
fidelity to start, and then evolve the resolution over time. will be easy for a potential customer to understand. This
prototyping method will have a lot in common with the
Create a mock-up experience map you already created during this
Build mock-ups of digital tools or websites with simple Week 4 workshop.
sketches of screens on paper. Paste the paper mock-up
on an actual computer screen or mobile phone when Create a story
demonstrating it. Tell the story of your idea from the future. Describe
what the experience would be like. Write a newspaper
Create a role play article reporting about your idea. Write a job description.
Act out the experience of your idea. Try on the roles of the The purpose is to have people experience your idea as
people that are part of the situation and uncover questions if it were real and then respond to it.
they might ask. Consider making simple uniforms and
assembling simple props to help users experience your Create an advertisement
product or service as real. Create a fake advertisement that promotes the best parts
of your idea. Have fun with it, and feel free to exaggerate
shamelessly. Now change the tone of the advertisement to
appeal to different types of users.
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ACTIVITY
06
START PROTOTYPING
45 minutes
Page 2 of 2

As your team is creating, keep in mind:

- Be creative
- Have fun
- Design to get
answers
This part of the workshop is up to you. Remember, the goal of prototyping is
to be as creative as possible. Don't feel restricted by the methods listed on
the previous page, but do construct prototypes that will help you get real
feedback from the community and help your team answer the most important
questions that you identified as part of Activity 05.

Now get started!


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ACTIVITY
07
TEST YOUR PROTOTYPE
There is no set time for this activity.
Page 1 of 2

It's time to test the prototype or prototypes that you've created. We've captured a few guidelines
below for getting the most out of this activity, and then provided you with a format for capturing
feedback on p. 2 of this worksheet.

Getting the Most Out of Your Prototype

Select locations to test your prototype Capture feedback learnings


Decide what context you want to test your prototype in. Will Take notes of both the positive and negative comments
it be most helpful to first show a rough idea in an informal from users testing your prototype. The subtle impressions
setting such as your workshop space? Or will you learn the of a participants reactions are often most important to
most from testing your prototype in the community where it remember. Use the prompts that we've provided for you on
will be used? p.2 of this worksheet to assist in capturing feedback.

Define feedback activities Do quick debriefs with your team


Based on what you are trying to learn, carefully plan your Plan for some extra time after a prototype feedback session
prototype feedback activities. Arrange for a conversation to share impressions with your team while they are still fresh
if you are interested in a first impression. Set up an activity in your mind. Discuss how to improve your prototype and
or service as if they are real if you want to observe peoples capture ideas for a next iteration immediately. You can do
actual behaviors. Consider letting people use your this debrief virtually anywhere (on the sidewalk, in a car, or
prototype over a couple of days over the coming week if while riding on the bus).
you are interested in its longer-term impact.
Iterate your prototype (if there is time)
Invite honesty and stay neutral Based upon feedback you receive, incorporate valuable
Introduce your prototype as a work in progress and make feedback into your concept. Make changes where people
sure to present it in a neutral tone. Dont be defensivelisten see barriers. Emphasize what was well received. Go through
to all feedback. feedback cycles repeatedly and continue to improve your
concept. You'll learn more about this process in Week 5.

PLAN YOUR WEEK


Be sure to come to a consensus with your design team about If your design team doesn't plan to return to the
the best way to test your prototypes. If you're holding this workshop venue after you've completed today's
workshop over the weekend, consider scheduling a few prototype testing activities, take a few minutes to review
hours of prototype testing after this workshop. Alternatively, the Activity 08 "Prepare for Week 5" homework materials
it might make more sense for your team to test your on p.28 as a group.
prototypes throughout the week.
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ACTIVITY
07
TEST YOUR PROTOTYPE
Page 2 of 2

Capture feedback learnings from your prototype


The questions below have been categorized to help you organize your feedback. If you need more room please feel free to answer these
questions in your own notebook. Be sure to debrief with your teammates after each prototype testing session.

Who, what, where? The good?


- Where did you go? - What did people value the most?
- Who did your test your idea with? - What got them excited?
- What were you testing for? - What convinced them about the idea?

The bad? The unexpected?


- What failed? - Did anything happen that you didn't expect?
- Were there suggestions for improvement?
- What needs further investigation?
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ACTIVITY
HOMEWORK
03
08
PLAN
PREPARE
YOURFOR
RESEARCH
WEEK 5
xx5minutes
minutestotal
Page 1 of 2

CHOOSE
the Weekly Leader for next week.

COORDINATE
with your team to bring supplies for the Week 5 workshop.
Post-it Notes, felt pens or Sharpies, and blank sheets of paper
(notebook size or larger) should be sufficient. Don't forget to
bring your Week 4 prototypes and your field notes from your
prototype testing.

FINISH
conducting your Week 4 prototype testing. Make sure your
team has established a plan for testing your prototype(s)
adequately before moving on to Week 5. If necessary, consider
taking an extra week to complete your prototype testing.

SHARE
your prototypes, pictures, "ahas" and questions on the
Google+ Community under your respective Design Challenge
discussion categories. By sharing your learnings and insights
on this platform, people all over the world can better
understand how each design challenge varies depending on
context. You can also get inspiration from each other's projects.

READ
Week 5 Readings in advance of the Week 5 workshop.

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