IDEO and the Palm V

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IDEO and the Palm V. Mock-up in the Product Development Process. Prototype for different purposes. Fail often to succeed sooner. Generate a fountain of idea Absurd-appearing but innovative Make models to test the ideas Select the best idea and iterate - PowerPoint PPT Presentation

Transcript of IDEO and the Palm V

IDEO and the Palm V

Mock-up in the Product Development Process

Prototype for different purposes

Fail often to succeed sooner

Generate a fountain of ideaAbsurd-appearing but innovativeMake models to test the ideasSelect the best idea and iterate

You learn just as much from a model that’s wrong as you do from one that’s right

- Steve Vassallo, IDEO

Pit-falls

Unable to precisely predict Outcome Time Cost

Unable to make keep client involvedCreeping elegance – perfection that leads

to cost and time overrun

Never go to a client meeting without a prototype

- Dennis Boyle, IDEO

Rapid, Rough, Right

Rapid: Take the fastest route, not necessary the most high-tech one

Rough: Don’t spent time and effort on unnecessary details

Right: Actually help you to make correct decision

Rapid

Despite the popularity of Palm III, little user preferences exists

Create observational database by giving out palm pilots to colleagues and friends

Feedback emails point out: Breaking after being dropped Case rigidity Battery door placement Location of stylus holder

Rough

Quick and dirty prototyping allowed for a greater number of iterations

Create early prototype from readily available materials Wood Cardboard Foam Lego Erector sets

Rough

Form evaluation

Right

Build several models focused on getting specific aspect of a product right

Minimise the effort and eliminate unnecessary sections

New concepts

Cover

Configuration

Right

Engineering evaluation

Finish product

Prototype for different purposes

Other examples

Form Evaluation

Form Evaluation

'myto' chair by konstantin grcic. Adapted from: chrome://brief/content/brief.xul

'myto' chair by konstantin grcic. Adapted from: chrome://brief/content/brief.xul

'myto' chair by konstantin grcic. Adapted from: chrome://brief/content/brief.xul

'myto' chair by konstantin grcic. Adapted from: chrome://brief/content/brief.xul

'myto' chair by konstantin grcic. Adapted from: chrome://brief/content/brief.xul

Mock-ups

Mock-ups are used by designers mainly to acquire feedback from users about designs and design ideas early in the design process. Mock-ups are 'very early prototypes' made of cardboard or otherwise low-fidelity materials. The user, aided by the designer, may test the mock-up (imagining that it works) and thus provide valuable feedback about functionality/usability/understanding of the basic design idea/etc.

By Mads Soegaard for Wikipedia

The Advantages of Mock-ups

Mock-ups incite criticism from users because they are low-cost (can be made of cardboard) and low-fidelity. If a user is presented with an early version of a system that has required substantial work, he/she is likely to be more reluctant (as well as able) to critise it.

When using mock-ups of cardboard or similar materials, the user and designer can collectively change the design using familiar tools such as pens, scissors etc. As such, mock-ups are a discussion medium and a discussion facilitator between designer and user.

Not only can the mock-up function as a discussion medium between designer and user but also between the members of the design team. Thus, mock-ups may help facilitate work across disciplinary borders, bringing together a disparate team.

Mock-ups make it possible to do usability testing early in the development process.

Mock-ups incite and legalise experimentation as they are inexpensive to alter.

Mockups focus on content and functionality and turn attention away from details of graphic design.

You can fix it now on the drafting board with an eraser or you can fix it later on the construction site with a sledge hammer.