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flickr /photos/ jurvetson /5227637637/

http:// www.flickr.com /photos/ jurvetson /5227637637/. prototype: what?. A tangible, testable representation of your idea. prototype: what?. A n attitude. prototype: fail early and often. cost of failure vs. project time. prototype: why?. to gain empathy to explore to test

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flickr /photos/ jurvetson /5227637637/

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  1. http://www.flickr.com/photos/jurvetson/5227637637/

  2. prototype: what? A tangible, testable representation of your idea

  3. prototype: what? An attitude

  4. prototype: fail early and often cost of failure vs. project time

  5. prototype: why? • to gain empathy • to explore • to test • to inspire • get deeper understanding • build to think • learn and refine solutions • inspire with your prototype

  6. prototype: different types

  7. prototype:looks like

  8. prototype: works like http://bleeplabs.com/nebulophone/

  9. prototype: interacts like

  10. prototype: interacts like

  11. prototype: how?

  12. prototype: identify a variable http://www.flickr.com/photos/jackwoodman/5102074012/

  13. prototype: start rough and rapid

  14. prototype:create experiences

  15. prototype: let go Embrace v 0.0 Embrace v 1.0

  16. prototype:demo

  17. prototype: tools www.dickblick.com www.factorydirectcraft.com www.theofficedealer.com

  18. prototype: create experiences

  19. prototype: create experiences

  20. prototype: how? prototype rough and rapid let go of your prototypes create experiences identify the variable you want to explore

  21. prototype now! 45 minutes: choose & buildat least 2 ideas for testing with REAL users

  22. your solution your users’ needs

  23. beta testing focus groups client dinners testingwith users... pre-release usability centers web analytics surveys

  24. your testing mindset use your prototypes as a probe to continue to gain empathy for your users

  25. demo

  26. demo

  27. 1. let the user experience the prototype set the scene for the new world with your prototype give a short explanation to set context act like a guide (not a lead)

  28. 2. observe the experience capture what worked, and what didn’t work see how people use and mis-use your prototype listen > talk to give users a chance to interpret

  29. 3. engage the user iterate on the fly to communicate learnings ask specific, open-ended questions remember: the user is the expert

  30. test: how? 1. let the user experience the prototype 2. observe the experience 3. engage the user

  31. If culture = What we expect of each other

  32. If culture = what we expect of each other Cultural change = new stories

  33. What’s storytelling?

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