What Do Prototypes Prototype?: It Prototypes-We Can Make Better Decisions About
What Do Prototypes Prototype?: It Prototypes-We Can Make Better Decisions About
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of the artifact is to present its functionality in a which shows a scenario of something being used, a
novel way, then prototyping must focus on how prototype.
the artifact will look and feel. If the artifact’s func-
tionality is to be based on a new technique, ques- The organization supporting a design project may
tions of how to implement the design may be the have an overly narrow expectation of what a pro-
focus of prototyping efforts. totype is. Shrage (1996) has shown that organiza-
tions develop their own “prototyping cultures”
Once a prototype has been created, there are sev- which may cause them to consider only certain kinds
eral distinct audiences that designers discuss pro- of prototypes to be valid. In some organizations,
totypes with. They are: the intended users of the only prototypes which act as proof that an artifact
artifact being designed; their design teams; and the can be produced are respected. In others, only
supporting organizations that they work within highly detailed representations of look and feel are
(Erickson, 1995). Designers evaluate their options well understood.
with their own team by critiquing prototypes of
alternate design directions. They show prototypes Is a brick a prototype? The answer depends on
to users to get feedback on evolving designs. They how it is used. If it is used to represent the weight
show prototypes to their supporting organizations and scale of some future artifact, then it certainly
(such as project managers, business clients, or pro- is: it prototypes the weight and scale of the artifact.
fessors) to indicate progress and direction. This example shows that prototypes are not neces-
sarily self-explanatory. What is significant is not
It is difficult for designers to communicate clearly what media or tools were are used to create them,
about prototypes to such a broad audience. It is but how they are used by a designer to explore or
challenging to build prototypes which produce feed- demonstrate some aspect of the future artifact.
back from users on the most important design ques-
tions. Even communication among designers re- 2.2 Current terminology
quires effort due to differing perspectives in a multi- Current ways of talking about prototypes tend to
disciplinary design team. Limited understanding focus on attributes of the prototype itself, such as
of design practice on the part of supporting orga- which tool was used to create it (as in “C”, “Direc-
nizations makes it hard for designers to explain their tor™”, and “paper” prototypes); and on how fin-
prototypes to them. Finally, prototypes are not self- ished-looking or -behaving a prototype is (as in
explanatory: looks can be deceiving. Clarifying “high-fidelity” and “low-fidelity” prototypes). Such
what aspects of a prototype correspond to the even- characterizations can be misleading because the ca-
tual artifact—and what don’t—is a key part of suc- pabilities and possible uses of tools are often mis-
cessful prototyping. understood and the significance of the level of fin-
ish is often unclear, particularly to non-designers.
2.1 What is a prototype?
Designing interactive systems demands collabo- Tools can be used in many different ways. Some-
ration between designers of many different dis- times tools which have high-level scripting lan-
ciplines (Kim, 1990). For example, a project might guages (like HyperCard™), rather than full pro-
require the skills of a programmer, an interaction gramming languages (like C), are thought to be
designer, an industrial designer, and a project man- unsuitable for producing user-testable prototypes.
ager. Even the term “prototype” is likely to be However, Ehn and Kyng (1991) have shown that
ambiguous on such a team. Everyone has a even prototypes made of cardboard are very useful
different expectation of what a prototype is. for user testing. In the authors’ experience, no one
Industrial designers call a molded foam model a tool supports iterative design work in all of the im-
prototype. Interaction designers refer to a simula- portant areas of investigation. To design well, de-
tion of on-screen appearance and behavior as a pro- signers must be willing to use different tools for
totype. Programmers call a test program a proto- different prototyping tasks; and to team up with
type. A user studies expert may call a storyboard, other people with complementary skills.
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Finished-looking (or -behaving) prototypes are of- Role
ten thought to indicate that the design they repre-
sent is near completion. Although this may some-
times be the case, a finished-looking prototype
might be made early in the design process (e.g., a
3D concept model for use in market research), and
a rough one might be made later on (e.g., to em-
phasize overall structure rather than visual details
in a user test). Two related terms are used in this Implementation
context: “resolution” and “fidelity”. We interpret
resolution to mean “amount of detail”, and fidel- Look and feel
ity to mean “closeness to the eventual design”. It is Figure 1. A model of what prototypes prototype.
important to recognize that the degree of visual and
behavioral refinement of a prototype does not nec-
essarily correspond to the solidity of the design, or inherently more important than any other.
to a particular stage in the process.
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Role
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Implementation 2
3.3 Three prototypes of one system One of challenges of the project was to define an
The model is best explained further through an ex- easy-to-use direct manipulation user interface for
ample from a real project. The three prototypes moving 3D objects with an ordinary 2D mouse cur-
shown in Examples 1-3 were created during the sor. User testing with a foam-core model showed
early stages of development of a 3D space-planning that the most important manipulations of a space-
application (Houde, 1992). planning task were sliding, lifting, and turning fur-
niture objects. Example 2 shows a picture of a pro-
The goal of the project was to design an example totype which was made to test a user interface fea-
of a 3D application which would be accessible to a turing this constrained set of manipulations. Click-
broad range of nontechnical users. As such it was ing once on the chair object caused its bounding
designed to work on a personal computer with an box to appear. This “handle box” offered hand-
ordinary mouse. Many prototypes were created shaped controls for lifting and turning the box and
by different members of the multi-disciplinary de- chair (as if the chair was frozen inside the box).
sign team during the project. Clicking and dragging anywhere on the box allowed
the unit to slide on a 3D floor. The prototype was
The prototype shown in Example 1 was built to built using Macromedia Director (a high level ani-
show how a user might select furniture from an on- mation and scripting tool.) It was made to work
line catalog and try it out in an approximation of only with the chair data shown: a set of images pre-
their own room. It is an interactive slide show which drawn for many angles of rotation.
the designer operated by clicking on key areas of
the rough user interface. The idea that virtual space-
planning would be a helpful task for nontechnical
users came from user studies. The purpose of the
prototype was to quickly convey the proposed role
of the artifact to the design team and members of
the supporting organization.
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the left side of the screen were made by the pro-
grammer to give himself controls for demonstrat-
ing the system: they were not made to explore the
look and feel of the future artifact. Thus the pri-
mary purpose of the prototype was to explore how
the artifact might be implemented. The marker for
this example is placed near the implementation cor-
ner (Figure 2).
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Role ity that a user might benefit from, with little atten-
tion to how the artifact would look and feel, or
Integration how it could be made to actually work. Designers
find such prototypes useful to show their design
teams what the target role of the artifact might be;
to communicate that role to their supporting orga-
nization; and to evaluate the role in user studies.
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Role clicking on the voice tool brought up a picture of
6 some sound tools; and so on. To demonstrate the
prototype, the designer sat in front of a computer
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4 and play-acted the role of a user opening her mail,
5 replying to it, and so forth. The prototype was used
in design team discussions and also demonstrated
to project managers to explain the current design
direction. According to the model, this prototype
Implementation primarily explored the role that certain features of
the operating system could play in a user’s daily
Look and feel tasks. It was also used to outline very roughly how
its features would be portrayed and how a user
Figure 4. Relationship of role prototypes (Examples
4-7) to the model. would interact with it. As in the previous example,
the system’s implementation was not explored. Its
marker is shown in Figure 4.
an interactive computer system. We consider this
storyboard to be a prototype because it makes a To make the prototype, user interface elements were
concrete representation of a design idea and serves hand-drawn and scanned in. Transitions between
the purpose of asking and answering design ques- steps in the scenario were made interactive in Mac-
tions. Of course, if the designer needed to evaluate romedia Director. This kind of portrayal of on-
a user’s reaction to seeing the notebook or to using screen interface elements as rough and hand-drawn
the pen-and-finger interaction, it would be neces- was used in order to focus design discussion on the
sary to build a prototype which supported direct overall features of a design rather than on specific
interaction. However, it might be wasteful to do so details of look and feel or implementation (Wong,
before considering design options in the faster, 1992). Ironically, while the design team understood
lighter-weight medium of pencil and paper. the meaning of the hand-drawn graphics, other
members of the organization became enamored with
An operating system user interface the sketchy style to the extent that they considered
Example 5 shows a screen view of a prototype that using it in the final artifact. This result was en-
was used to explore the design of a new operating tirely at odds with the original reasons for making
system. The prototype was an interactive story: it a rough-looking prototype. This example shows
could only be executed through a single, ordered, how the effectiveness of some kinds of prototypes
sequence of interactions. Clicking with a cursor may be limited to a specific kind of audience.
on the mailbox picture opened a mail window; then
The Knowledge Navigator
Example 6 shows a scene from Apple Computer’s
Knowledge Navigator™ video. The video tape tells
a day-in-the-life story of a professor using a futur-
istic notebook computer (Dubberly and Mitch,
1987). An intelligent agent named “Phil” acts as
his virtual personal assistant, finding information
related to a lecture, reminding him of his mother’s
birthday, and connecting him with other professors
via video-link. The professor interacts with Phil by
talking, and Phil apparently recognizes everything
said as well as a human assistant would.
Example 5. Interactive story for an operating system Based on the model, the Knowledge Navigator is
interface [E5 Vertelney and Wong 1990]. identified primarily as a prototype which describes
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normally be expected to understand such approxi-
mate representations.
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The key feature of this kind of prototype is that it
is a concrete and direct representation, as visually
finished as actual consumer products. These at-
tributes encourage an uncoached person to directly
relate the design to their own environment, and to
the products they own or see in stores. High qual-
ity appearance models are costly to build. There
are two common reasons for investing in one: to
get a visceral response by making the design seem
“real” to any audience (design team, organization,
and potential users); and to verify the intended look
and feel of the artifact before committing to pro-
duction tooling. An interesting side-effect of this Example 8. Animation of the look and feel of a fashion
prototype was that its directness made it a power- design workspace [E8 Hill 1992].
ful prop for promoting the project within the orga-
nization.
This is an example of a look and feel prototype.
4.2 Look and Feel prototypes The virtue of the prototype was that it enabled a
Look and feel prototypes are built primarily to ex- novel user interface design to be developed with-
plore and demonstrate options for the concrete ex- out having first to implement complex underlying
perience of an artifact. They simulate what it would technologies. While the role was inherited from
be like to look at and interact with, without neces- existing fashion design practice, the prototype also
sarily investigating the role it would play in the user’s demonstrated new options offered by the new com-
life or how it would be made to work. Designers puter-based approach. Thus, Figure 5 shows its
make such prototypes to visualize different look and marker in the look and feel area of the model.
feel possibilities for themselves and their design
teams. They ask users to interact with them to see One issue with prototypes like this one is that inex-
how the look and feel could be improved. They perienced audiences tend to believe them to be more
also use them to give members of their supporting functional than they are just by virtue of being
organization a concrete sense of what the future shown on a computer screen. When this prototype
artifact will be like. was shown, the designers found they needed to take
great care to explain that the design was not imple-
A fashion design workspace mented.
The prototype shown in Example 8 was developed
to support research into collaboration tools for fash- Role
ion designers (Hill et al., 1993; Scaife et al, 1994).
A twenty-minute animation, it presented the con-
cept design for a system for monitoring garment
design work. It illustrated in considerable detail
the translation of a proven paper-based procedure
into a computer-based system with a visually rich, 8
direct manipulation, user interface. The prototype’s 9
main purposes were to confirm to the design team Implementation
that an engaging and effective look and feel could 10
be designed for this application, and to convince Look and feel
managers of the possibilities of the project. It was Figure 5. Relationship of the look and feel prototypes
presented to users purely for informal discussion. (Examples 8-10) to the model.
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A learning toy
The “GloBall” project was a concept for a children’s
toy: a ball that would interact with children who
played with it. Two prototypes from the project
are shown, disassembled, in Example 9. The de-
sign team wanted the ball to speak back to kids
when they spoke to it, and to roll towards or away
from them in reaction to their movements. The
two prototypes were built to simulate these func-
tions separately. The ball on the left had a walkie-
talkie which was concealed in use. A hidden op- Example 10. Pizza-box prototype of an architect’s
computer [E10 Apple Design Project, 1992].
erator spoke into a linked walkie-talkie to simulate
the ball’s speech while a young child played with it.
Similarly, the ball on the right had a radio-controlled An architect’s computer
car which was concealed in use. A hidden operator This example concerned the design of a portable
remotely controlled the car, thus causing the ball to computer for architects who need to gather a lot of
roll around in response to the child’s actions. information during visits to building sites. One of
the first questions the designers explored was what
As indicated by the marker in Figure 5, both proto- form would be appropriate for their users. With-
types were used to explore the toy’s look and feel out much ado they weighted the pizza box shown
from a child’s viewpoint, and to a lesser extent to in Example 10 to the expected weight of the com-
evaluate the role that the toy would play. Neither puter, and gave it to an architect to carry on a site
seriously addressed implementation. The design- visit. They watched how he carried the box, what
ers of these very efficient prototypes wanted to know else he carried with him, and what tasks he needed
how a child would respond to a toy that appeared to do during the visit. They saw that the rectilinear
to speak and move of its own free will. They man- form and weight were too awkward, given the other
aged to convincingly simulate novel and difficult- materials he carried with him, and this simple in-
to-implement technologies such as speech and au- sight led them to consider of a softer form. As
tomotion, for minimal cost and using readily avail- shown by its marker, this is an example of a rough
able components. By using a “man behind the cur- look and feel prototype (Figure 5). Role was also
tain” (or “Wizard of Oz”) technique, the designers explored in a minor way by seeing the context that
were able to present the prototypes directly to chil- the artifact would be used in.
dren and to directly evaluate their effect.
The pizza box was a very efficient prototype. Spend-
ing virtually no time building it or considering op-
tions, the students got useful feedback on a basic
design question—what physical form would be best
for the user. From what they learned in their simple
field test, they knew immediately that they should
try to think beyond standard rectilinear notebook
computer forms. They began to consider many dif-
ferent options including designing the computer to
feel more like a soft shoulder bag.
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the final artifact can be achieved—without having Role
to define its look and feel or the role it will play for
a user. (Some specifications may be unstated, and
may include externally imposed constraints, such
as the need to reuse existing components or pro-
duction machinery.) Designers make implementa-
tion prototypes as experiments for themselves and 11
the design team, to demonstrate to their organiza- 12
tion the technical feasibility of the artifact, and to Implementation
get feedback from users on performance issues.
Look and feel
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terfaces may never be properly redesigned before
IntList& IntList::operator=(const IntList& oldList) the final system is released. For these reasons it is
{ often desirable to treat even implementation pro-
register long n = oldList.size; totypes as disposable, and to migrate successful
if (n != size) setSize(n); implementation designs to a new integrated proto-
register int* newPtr = &values[n]; type as the project progresses.
register int* oldPtr = &oldList.values[n];
while (n--) *--newPtr = *--oldPtr; 4.4 Integration prototypes
return *this; Integration prototypes are built to represent the
} complete user experience of an artifact. Such pro-
totypes bring together the artifact’s intended design
Example 12. C++ program sample from a fluid in terms of role, look and feel, and implementa-
dynamics simulation system [E12 Hill, 1993].
tion. Integrated prototypes help designers to bal-
ance and resolve constraints arising in different de-
ing research project (Hill, 1993). One goal of this sign dimensions; to verify that the design is com-
prototype was to demonstrate the feasibility of ob- plete and coherent; and to find synergy in the de-
ject-oriented programming using the C++ language sign of the integration itself. In some cases the in-
in place of procedural programs written in the older tegration design may become the unique innova-
FORTRAN language. Object-oriented program- tion or feature of the final artifact. Since the user’s
ming can in theory lead to increased software re- experience of an artifact ultimately combines all
use, better reliability and easier maintenance. Since three dimensions of the model, integration proto-
an engine simulation may take a week to run on types are most able to accurately simulate the final
the fastest available computers and is extremely artifact. Since they may need to be as complex as
memory-intensive, it was important to show that the final artifact, they are the most difficult and
the new approach did not incur excessive perfor- time consuming kinds of prototypes to build. De-
mance or memory overheads. The program listing signers make integration prototypes to understand
shown was the implementation of the operation to the design as a whole, to show their organizations
copy one list of numbers to another. When tested, a close approximation to the final artifact, and to
it was shown to be faster than the existing get feedback from users about the overall design.
FORTRAN implementation. The prototype was
built primarily for the design team’s own use, and The Sound Browser
eventually used to create a deployable system. The The “SoundBrowser” prototype shown in Example
marker in Figure 6 indicates that this prototype pri- 13 was built as part of a larger project which inves-
marily explored implementation. tigated uses of audio for personal computer users
(Degen et al, 1992). The prototype was built in C
Other kinds of implementation prototypes include
demonstrations of new algorithms (e.g., a graphi- Role
cal rendering technique or a new search technol-
ogy), and trial conversions of existing programs to
run in new environments (e.g., converting a program
written in the C language to the Java language).
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Implementation prototypes can be hard to build, 13 15
and since they actually work, it is common for them
to find their way directly into the final system. Two Implementation
problems arise from this dynamic: firstly, programs
developed mainly to demonstrate feasibility may Look and feel
turn out in the long term to be difficult to maintain Figure 7. Relationship of integration prototypes
and develop; and secondly, their temporary user in- (Examples 13-15) to the model.
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to run on a Macintosh. It allowed a user to browse
digital audio data recorded on a special personal
tape recorder equipped with buttons for marking
points in the audio. The picture shows the
SoundBrowser’s visual representation of the audio
data, showing the markers below the sound dis-
play. A variety of functions were provided for re-
viewing sound, such as high-speed playback and
playback of marked segments of audio.
Example 14. Integration prototype of the “pile”
metaphor for information retrieval [E14 Rose, 1993].
This prototype earns a position right in the center
of the model, as shown in Figure 7. All three di-
mensions of the model were explored and repre- into the integrated prototype. This example shows
sented in the prototype. The role of the artifact the value of using different tools for different kinds
was well thought-out, being driven initially by ob- of design exploration, and how even at the end of a
servations of what users currently do to mark and project simple, low-fidelity prototypes might be
play back audio, and then by iteratively designed built to solve specific problems.
scenarios of how it might be done more efficiently
if electronic marking and viewing functions were The Pile Metaphor
offered. The look and feel of the prototype went The prototype shown in Example 14 was made as
through many visual design iterations. The imple- part of the development of the “pile” metaphor—a
mentation was redesigned several times to meet the user interface element for casual organization of
performance needs of the desired high-speed play- information (Mander et al, 1992, Rose et al, 1993).
back function. It represented the integration of designs developed
in several other prototypes which independently
When the SoundBrowser was near completion it explored the look and feel of piles, “content-aware”
was prepared for a user test. One of the features information retrieval, and the role that piles could
which the design team intended to evaluate was the play as a part of an operating system. In the pile
visual representation of the sound in the main win- metaphor, each electronic document was repre-
dow. They wanted to show users several alterna- sented by a small icon or “proxy”, several of which
tives to understand their preferences. The program- were stacked to form a pile. The contents of the
mer who built the SoundBrowser had developed pile could be quickly reviewed by moving the ar-
most of the alternatives. In order to refine these row cursor over it. While the cursor was over a
and explore others, two other team members cop- particular document, the “viewing cone” to the right
ied screen-shots from the tool into a pixel-painting displayed a short text summary of the document.
application, where they experimented with modifi-
cations. This was a quick way to try out different This prototype was shown to designers, project
visual options, in temporary isolation from other managers, and software developers as a proof of
aspects of the artifact. It was far easier to do this in concept of the novel technology. The implementa-
a visual design tool than by programming in C. tion design in this prototype might have been
When finished, the new options were programmed achieved with virtually no user interface: just text
input and output. However, since the prototype
was to be shown to a broad audience, an integrated
style of prototype was chosen, both to communi-
cate the implementation point and to verify that
the piles representation was practically feasible. It
helped greatly that the artifact’s role and look and
Example 13. Integrated prototype of a sound browser feel could be directly inherited from previous pro-
[E13 Degen 1993]. totypes. Figure 7 shows its marker on the model.
13
A garment history browser Role
The prototype in Example 15 was a working sys- 6
tem which enabled users to enter and retrieve snip- 1
7
pets of information about garment designs via a 4
visually rich user interface (Hill et al, 1993; Scaife 5
et al, 1994). The picture shows the query tool which
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was designed to engage fashion designers and pro- 11 13 15 8
vide memorable visual cues. The prototype was 3 9
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designed for testing in three corporations with a 2
Implementation
limited set of users’ actual data, and presented to 10
users in interviews. It was briefly demonstrated, Look and feel
then users were asked to try queries and enter re- 1. 3D space-planning (role)
marks about design issues they were currently aware 2. 3D space-planning (look and feel)
of. 3. 3D space-planning (implementation)
4. Storyboard for portable notebook computer
5. Interactive story, operating system user interface
This prototype was the end-result of a progression 6. Vision video, notebook computer
from an initial focus on role (represented by verbal 7. Appearance model, integrated communicator
usage scenarios), followed by rough look and feel 8. Animation, fashion design workspace
9. Look and feel simulation, child’s toy
prototypes and an initial implementation. Along 10. Pizza-box, architect’s computer
the way various ideas were explored, refined or re- 11. Working prototype, digital movie editor
jected. The working tool, built in Allegiant 12. C++ program listing, fluid dynamics simulation
13. Integrated prototype, sound browser
SuperCard™, required two months’ intensive work
14. Integrated prototype, pile metaphor
by two designers. In retrospect the designers had 15. Integrated prototype, garment history browser
mixed feelings about it. It was highly motivating
to users to be able to manipulate real user data Figure 8. Relationship of all examples to the model.
through a novel user interface, and much was
learned about the design. However, the designers
also felt that they had to invest a large amount of 5. SUMMARY
time in making the prototype, yet had only been In this chapter, we have proposed a change in the
able to support a very narrow role compared to the language used by designers to think and talk about
breadth shown in the animation shown in Example prototypes of interactive artifacts. Much current
8. Many broader design questions remained unan- terminology centers on attributes of prototypes
swered. themselves: the tools used to create them, or how
refined-looking or -behaving they are. Yet tools
can be used in many different ways, and resolution
can be misleading. We have proposed a shift in
attention to focus on questions about the design of
the artifact itself: What role will it play in a users
life? How should it look and feel? How should it
be implemented? The model that we have intro-
duced can be used by designers to divide any de-
sign problem into these three classes of questions,
each of which may benefit from a different approach
to prototyping.
We have described a variety of prototypes from real
projects, and have shown how the model can be
used to communicate about their purposes. Sev-
Example 15. Integrated prototype of a garment eral practical suggestions for designers have been
history browser [E15 Hill and Kamlish 1992]. raised by the examples:
14
• Define “prototype” broadly. Efficient prototypes use prototypes to think and communicate about
produce answers to their designers’ most important design.
questions in the least amount of time. Sometimes
very simple representations make highly effective 6. ACKNOWLEDGMENTS
prototypes: e.g., the pizza-box prototype of an Special thanks are due to Thomas Erickson for guid-
architect’s computer [Example 10] and the story- ance with this chapter, and to our many colleagues
board notebook [Example 1]. We define a proto- whose prototypes we have cited, for their comments
type as any representation of a design idea—regard- on early drafts. We would also like to acknowl-
less of medium; and designers as the people who edge S. Joy Mountford whose leadership of the
create them—regardless of their job titles. Human Interface Group at Apple created an atmo-
sphere in which creative prototyping could flour-
• Build multiple prototypes. Since interactive arti- ish. Finally, thanks to James Spohrer, Lori Leahy,
facts can be very complex, it may be impossible to Dan Russell, and Donald Norman at Apple Re-
create an integrated prototype in the formative search Labs for supporting us in writing this chap-
stages of a project, as in the 3D space-planning ex- ter.
ample [Examples 1, 2, and 3]. Choosing the right
focused prototypes to build is an art in itself. Be 6.1 Prototype Credits
prepared to throw some prototypes away, and to We credit here the principal designer and design
use different tools for different kinds of prototypes. team of each example prototype shown.
• Know your audience. The necessary resolution [E1] Stephanie Houde, [E2] Stephanie Houde, [E3]
and fidelity of a prototype may depend most on the Michael Chen. © Apple Computer, Inc., 1990. Project
team: Penny Bauersfeld, Michael Chen, Lewis Knapp
nature of its audience. A rough role prototype such
(project leader), Laurie Vertelney and Stephanie
as the interactive storyboard [Example 4] may work Houde.
well for a design team but not for members of the
supporting organization. Broader audiences may [E4] Laurie Vertelney. © Apple Computer Inc., 1990.
require higher-resolution representations. Some or- Project team: Michael Chen, Thomas Erickson, Frank
ganizations expect to see certain kinds of proto- Leahy, Laurie Vertelney (project leader).
types: implementation designs are often expected
[E5] Laurie Vertelney and Yin Yin Wong. © Apple
in engineering departments, while look-and-feel and Computer Inc., 1990. Project team: Richard Mander,
role prototypes may rule in a visual design envi- Gitta Salomon (project leader), Ian Small, Laurie
ronment. Vertelney, Yin Yin Wong.
• Know your prototype; prepare your audience. Be [E6] Hugh Dubberly and Doris Mitch. © Apple Com-
puter, Inc., 1987. The Knowledge Navigator. (Video.)
clear about what design questions are being ex-
plored with a given prototype—and what are not. [E7] Masamichi Udagawa. © Apple Computer Inc.,
Communicating the specific purposes of a proto- 1995. Project team: Charles Hill, Heiko Sacher,
type to its audience is a critical aspect of its use. It Nancy Silver, Masamichi Udagawa.
is up to the designer to prepare an audience for view-
ing a prototype. Prototypes themselves do not nec- [E8] Charles Hill. © Royal College of Art, London,
1992. Project team: Gillian Crampton Smith, Eleanor
essarily communicate their purpose. It is especially
Curtis, Charles Hill (Royal College of Art), Mike Scaife
important to clarify what is and what is not ad- (Sussex University), and Philip Joe (IDEO, London).
dressed by a prototype when presenting it to any [E9] Tom Bellman, Byron Long, Abba Lustgarten.
audience beyond the immediate design team. University of Toronto, Apple Design Project. © Apple
Computer Inc., 1993.
By focusing on the purpose of the prototype—that
[E10] Apple Design Project. © Apple Computer, Inc.,
is, on what it prototypes—we can make better de-
1992.
cisions about the kinds of prototypes to build. With
a clear purpose for each prototype, we can better
15
[E11] Leo Degen. © Apple Computer Inc., Project Houde, S. (1992). Iterative Design of and Interface for
team: Leo Degen, Stephanie Houde, Michael Mills Easy 3-D Direct Manipulation. Human Factors in
(team leader), David Vronay. Computing Systems. Proc. CHI’92. New York: ACM, pp.
135-142.
[E12] Charles Hill. Doctoral thesis. Project team:
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