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    Prototyping: The Wright Way to Fail Jeremy Jackson, Lead Technologist

    10x10Method, Inc.

    Lookfor

    Failure

    and

    IteratefromP

    rototype

    s

    Embracing Failure

    On the morning o December 17, 1903, Orville and Wilbur

    Wright eyed another chance at getting their ying machine

    o the ground. The brothers and fve other men humped their

    600-pound machine over a quarter mile uphill and placed it

    on a 60-oot monorail. They had done the same thing three

    days earlier but crashed, breaking several parts in their ying

    prototype.

    This day was dierent. Undeterred by their ailure a mere 72

    hours ago, the ying machine made its way down the monorail

    and picked up speed. Wilbur ran along the side o the plane,

    steadying the wing. As the machine let the ground, a camera

    shutter opened, capturing one o the most inspiring moments

    in human history. Twelve seconds and 120 eet later, what was

    previously impossible was now a reality.

    That day, the Wright brothers fnally arrived at an ultimate suc-

    cess, but the path was flled with disappointing detours and a

    daunting string o ailures. Innovation and ailure go hand

    in hand.

    Fearing ailure sties creativity and progress. I youre not ailing,

    youre not going to innovate. Do your product or service a avor:

    embrace ailure and blueprint a plan that aords you the oppor-

    tunity to do it early and oten. Rapid prototyping can help you

    do just that.

    01 02 03 04 05

    01

    Communicate ideas more clearly with

    prototyping

    02

    Low fdelity prototypes, such as

    pen and paper sketches, help get ideas

    across

    03

    Prototyping, like design, is a cyclical

    and iterative process. Test and refne

    the prototype

    04

    Look or weaknesses and remedy

    ailures early on

    05

    Iteration o the process leads to

    a successul, innovative solution

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    Prototyping: The Wright Way to Fail Jeremy Jackson, Lead Technologist

    10x10Method, Inc.

    Get Your Point Across

    Lets ace it: in the world o interace design, image exports

    and slide decks are not the most eective way to convey an

    idea. Even or a system with just a modest amount o complexity,

    static visual renderings represent a decidedly small sampling

    o the entire solution. Instead, adapting the design process to

    include rapid prototyping will not only help communicate your

    ideas, but allow you to harness one o the virtues o creating

    something truly innovative: ailure.

    Rapid prototyping is the process o quickly building the main

    eature paths o an interace. One o the largest benefts o

    prototypes is that they provide an easy way to get your idea in

    ront o potential end-users and key client stakeholders. Getting

    the idea out o the designers head and into a demonstrable

    ormat is an eective process or eliminating initial short-

    comings and misplaced design assumptions.

    In tandem with design explorations, rapid prototyping is a

    cyclical and iterative process. The basic cycle allows or testing

    and refnement o the product or service early and oten: ideate,

    prototype, test, analyze, refne, and repeat. The key under-

    standing in adapting a design process into an iterative one

    is that ailure must be expected and embraced. This process

    also creates opportunity to remedy those ailures early on and

    more efciently.

    The Good News

    Prototyping can occur at any phase in the design process

    and doesnt necessarily require specialized development

    knowledge. Deciding what and how to prototype depends on

    what the product or services needs are, the questions to be

    answered, and the level o technical resources available. That

    said, eective results can be garnered rom various levels o

    fdelity level that can be chosen to prototype in.

    Low-Fidelity Prototyping

    Starting the prototyping process at the pencil and paper level

    is the least expensive and astest way to visualize and iterate

    on design ideas. It requires no specialized technical knowledge,

    but allows or translation o an idea out o a designers head

    and into the physical world almost immediately.

    Good low-fdelity prototypes can be ar more valuable orconveying interaces than simply showing general content

    placement and page structure. Hand drawn screens can

    be very eective or communicating page ow and missing

    UI elements.

    When designing the NCAA March Madness On Demand

    iPhone app, Method designers used a series o simple interace

    sketches to create an application walk-through. These sketches

    were then imported to a slide deck in Keynote, which provided

    a clear demonstration o important parts o the system screen

    ow to key stakeholders. Failures in the orm o missing states,

    and interace elements were uncovered and easily remedied

    during this process.

    T

    homasEdison

    Inventor,Scientist

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    Prototyping: The Wright Way to Fail Jeremy Jackson, Lead Technologist

    10x10Method, Inc.

    Medium-Fidelity Prototyping

    Oten executed as wirerames, medium-fdelity prototypes

    are intended to highlight only the most macro-aesthetic details

    o an interaces content and design. Usually executed in black

    and white or grayscale only, prototyping at this level can provide

    meaningul insights on the inormation architecture, screen ows,

    and high-level interaction points. Additionally, when showing

    a working wirerame prototype to an end-user or stakeholder,

    a design team can eectively evaluate how efciently the design

    allows users to achieve their goals.

    Medium-fdelity prototyping can be eective in conveying a

    visual representation o an idea to stakeholders in the very early

    stages o the product liecycle. When creating prototypes at this

    level, know exactly what you want to test. Then, develop just

    enough interace detail to gather meaningul results, which will

    inorm necessary refnements.

    Perhaps the most benefcial aspect o prototyping at this level

    is that it provides a quick entry point to baseline user-testing.

    We recently used a wirerame-level prototype at Method to

    validate navigation structures and taxonomy or a very brand-

    centric e-commerce system. With just a ew hours o commit-

    ment, we were able to gather meaningul data rom real users.

    Medium-fdelity prototypes are perect or high-level testing

    in areas such as navigational elements, screen ows and basic

    content presentation.

    High-Fidelity Prototyping

    High-fdelity prototypes are intended to portray the end-visionor the interace and usually include realistic content, refned

    interactions, transitions, and animated eects. Prototyping in

    high-fdelity is clearly the most time consuming way to proto-

    type, but goes a long way in usability testing and design

    presentations.

    Because they show design directions as well as the interactive

    interace experience, high-fdelity prototypes have an important

    role in defning a vision or a product or service that executivescan clearly visualize.

    Working prototypes with a high level o fnish can easily be

    mistaken or the fnal product. When creating the prototype,

    resist the urge to pack in as many eatures as possible. Remain

    ocused and ensure that the general idea or your product is

    being clearly conveyed. Gear your eorts toward the most used

    eatures. Try to demonstrate one third o the interace, at most.

    High-fdelity prototypes can take a variety o orms. They can

    be coded as working HTML, CSS and Javascript interaces, or

    they can maniest themselves as non-interactive motion studies.

    Choose the technique that best tells your solutions story and

    allows to you test any weaknesses in the system.

    Thumbplay, a cloud-based streaming music service, partnered

    with Method to design their next generation app or web-

    enabled televisions. Working in close collaboration, Methods

    designers and technologists create a ully animated, true-to-lie

    prototype which allowed exploration o key service eatures and

    history states. The prototype was easily shared and demon-

    strated through a web browser, which was used or user testing

    and or Thumbplays stakeholders to see the service come

    to lie. This demonstration proved instrumental in validating

    a number o visual and user experience design decisions that

    were made throughout the design process, and in creating

    a successul service.

    Factors to consider when prototyping

    01 02 03

    Be selective. Dont prototype every eature.

    In most systems, ocusing your prototypes

    on the 20-30% o the application where the

    user will spend the majority o the time is

    generally sufcient to thoroughly test your idea.

    Rapid prototyping should be, well, rapid.

    Work quickly and dont necessarily worry

    about getting everything just exactly perect.

    The aster you can express your ideas, the

    more time youll have to identiy ailures and

    rework them.

    Prototypes dont need to live on.

    Dont waste time creating production-level code.

    The goal is to express an idea, no more. Ideally,

    not all o the ideas you test will work. Thats

    the point. Prototyping gives you the opportunity

    to validate the good ideas and move on quickly

    rom the bad ones.

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    Prototyping: The Wright Way to Fail Jeremy Jackson, Lead Technologist

    10x10Method, Inc.

    Maintain Focus

    Successul prototyping requires restraint and a deep under-

    standing o the requirements, technical specifcations, and how

    to process eedback. Core to this is an acknowledgement that,

    in order to be nimble, prototypes oten only need to ocus on

    the portions o the interace where the user will spend themajority o their time. It must be accepted that the prototype will

    not be exact or perect because it is not the end product. The

    prototype is simply the expression o an idea and the means

    by which to test and validate that idea.

    A technical understanding o the systems limitations is critical

    to creating a successul product. While the desktop or mobile

    browser is a really great way to show prototypes, it does not

    always reect the reality o the end platorm the product was

    intended and designed or. I a product prototype is or a web

    enabled TV or set-top box sotware, the limitations o the

    products platorm must not be orgotten. A mobile browsers

    processing capabilities may be superior to todays web-TV

    or set-top box, and thereore not an accurate system toprototype on.

    Once a successul prototype has been created, the compelling

    process to evolving the product or service can begin. At this

    point, the idea can be tested, quickly allowing or bad ideas

    to be killed o and the good ideas to be iterated on. Its natural

    selection or interace design. Feedback must be interpreted

    and implemented with precision and ocus. Not all eedback

    is good. Like any design presentation, seeking eedback on a

    prototype is best kept in small groups. As eedback comes in,

    the scope o the project must be monitored to maintain ocus on

    parsing the eedback within the areas that were set out to test.

    Creating something innovative is indeed a risky undertaking. To

    do it, you have to crash oten beore you are able to y. Famed

    inventor o the Dyson vacuum, James Dyson crashed requently

    over the 15 years it took or him to crat 5,127 prototypes o

    his bagless vacuum cleaner. Although he eventually got it right,

    there was no singular defning ah-ha moment.

    Dysons is an extreme example to be sure, but his eelings

    on ailure ring true to any healthy, iterative design process:

    On the road to invention, ailures are just problems that have yet

    to be solved.1 Rather than shy away rom ailure, prototype and

    use what you learn to your products advantage.

    1

    No Innovators Dilemma Here: In Praise o Failure

    by James Dyson http://www.wired.com/epicenter/2011/04/in-praise-o-ailure

    Interpret

    Feedback

    and

    ValidateIdeas

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    Method, Inc.

    Learning to Play the Game

    By Adam Dole, Design Researcher

    Cables Lost Generation

    Unlocking the Infnite Library

    Entertain Me Now

    Place, Space and the Mobile Interace

    Mind the Gap

    Parenting 101

    The Consumer as King(pin)

    Wrap It, Pack It, and Stack It

    Power to the People

    Welcome to the Metaverse

    About the Author

    need text

    About 10x10

    2010 marks Methods 10 year anniver-

    sary, and we are only looking orward.

    Written by our own industry leaders, we

    are launching the 10x10 series, which will

    ocus on game changing topics that will

    undamentally impact todays brands and

    their search or new revenue streams.

    1

    2

    3

    4

    5

    6

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    8

    9

    10

    10x10

    Thisisthe

    TenthIssue

    next

    BrandsasPatterns

    Rapid Prototyping

    By Jeremy Jackson

    Lead Technologist

    About the Author

    Jeremy is a Lead Technologist at Method.

    His areas o expertise are in ront-end tech-

    nologies, where he crats lean, accessible,

    and refned custom interaces. With nearly

    a decade o experience, he has created many

    prototypes and successul products or a

    variety o brands, most recently or Comcast

    and Time Warner Cable.

    About 10x10

    2010 marks Methods 10 year anniversary,

    and we are only looking orward. Written by

    our own industry leaders, we are launching

    the 10x10 series, which will ocus on game-

    changing topics that will undamentally

    impact todays brands and their search or

    new revenue streams.

    10

    1

    2

    3

    4

    5

    6

    7

    8

    9

    10

    11

    10x10

    Cables Lost Generation

    Unlocking the Infnite Library

    Entertain Me Now

    Place, Space and the Mobile Interace

    Gaming or Behavior Change

    Changing Retail Currency

    Lets Get Physical (with Services)

    Innovation: Wrapped, Packed and Stacked

    Whats So Funny About Innovation?

    Rapid Prototyping

    Brands as Patterns

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    Method

    About Method

    Method is a brand experience agency with ofcesbased in San Francisco, New York and London. Our

    clients are best described as owners o progressive,

    era-defning brands, and include Google, Comcast,

    Nordstrom, Sony, Samsung, Nokia, Microsot, Time

    Warner, Intel, and BBC. Collaboratively, we help them

    create products, services and businesses that are

    smart, beautiul and extendable.

    For more inormation visit www.method.com.

    Locations

    San Francisco

    New York

    London

    Contact

    Lindsay Liu

    Marketing Manager

    [email protected]

    646.825.5242

    10x10

    method.com


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