0:00:00.702,0:00:04.871 In my opinion, the single most important idea that you could get out of this class 0:00:04.871,0:00:10.424 is the idea that prototyping is a tremendously valuable strategy for effective design. 0:00:10.424,0:00:15.239 In this video, I’ll introduce what I mean by prototyping and why I think it is so tremendously important. 0:00:15.239,0:00:20.262 This is going to serve as a framing for later videos that we’ll use to introduce concrete techniques. 0:00:21.355,0:00:24.556 In this class, when we talk about prototyping, what we mean is 0:00:24.556,0:00:29.857 rapidly creating an approximation of a design idea so that you can quickly get feedback and learn. 0:00:29.857,0:00:35.241 Prototyping is the pivotal activity in structured innovation, collaboration and creativity in design. 0:00:35.241,0:00:39.020 Prototypes embody design hypotheses and enable designers to get feedback. 0:00:39.020,0:00:42.731 It’s what Donald Schon calls “a reflective conversation with materials”. 0:00:42.731,0:00:48.023 By trying things out and learning — from that exploration — you are able to improve your design 0:00:48.023,0:00:52.144 and be able to gain insights that you otherwise may not have. 0:00:52.144,0:00:57.081 It’s important to remember that the goal in prototyping is not the artefact; it’s feedback: 0:00:57.081,0:01:02.048 Build some prototypes, try them out, and usually you’d learn to try to in the next design. 0:01:02.048,0:01:06.048 One way to think about a prototype is that it’s a question rendered as an artefact. 0:01:06.048,0:01:11.246 It’s something that you make as a way of communicating with other stakeholders: 0:01:11.246,0:01:15.706 These can be clients. These can be other people on your design team. 0:01:15.706,0:01:19.864 These can be users in an interactive system. They can even be yourself. 0:01:19.864,0:01:25.162 And the role of the prototype in this communication is it serves as a common ground 0:01:25.162,0:01:29.715 to help people understand really concretely what everybody is talking about. 0:01:29.731,0:01:33.897 Here’s an example of what I mean by a prototype, courtesy of the design firm IDEO: 0:01:33.897,0:01:41.158 In the mid-90’s, Kodak approached IDEO, asking them to help design an early consumer digital camera. 0:01:41.158,0:01:44.190 Digital cameras were a very interesting technology, 0:01:44.190,0:01:49.623 because they offered new opportunities for being able to review and edit your photos on the camera 0:01:49.623,0:01:51.658 that wasn’t possible with the film camera. 0:01:51.658,0:01:57.251 IDEO was tasked with a way to make sense of possible interactions that you could do on a digital camera 0:01:57.251,0:02:01.146 and to render those on a concrete user interface. 0:02:01.146,0:02:06.684 What they came up with ultimately became this: the Kodak DC-210 digital camera. 0:02:06.684,0:02:09.265 Here’s the user interface on the back: 0:02:09.265,0:02:13.344 There’s a screen and several buttons for being able to naigate through the photographs. 0:02:13.344,0:02:18.953 It also has a dial here for several modes, and a zoom controller right here. 0:02:18.953,0:02:21.574 Now let’s look at the prototype on the screen: 0:02:21.574,0:02:25.140 You’ll probably notice some similarities but also some differences. 0:02:25.140,0:02:29.684 The prototype on the screen and the final product both have buttons. 0:02:29.684,0:02:34.187 They have a screen. They are of similar functionalities in this case. 0:02:34.187,0:02:39.938 However, there’re also some important differences between this prototype and this final version. 0:02:39.938,0:02:41.888 The first one is that the prototype is a lot bigger: 0:02:41.888,0:02:45.978 In order to be able to build a version quickly, they couldn’t make everything miniturized. 0:02:45.978,0:02:51.503 So it takes more a lot more physical space; the layout is similar but the scale has changed. 0:02:51.503,0:02:56.513 Second, one of the most important things about a digital camera is that you be able to take it with you as it is mobile; 0:02:57.682,0:03:01.431 This prototype camera here had an umbilical cord going back to a Macintosh 0:03:01.431,0:03:04.578 that actually ran all of the computations and interactions, 0:03:04.593,0:03:07.737 so there were no computation on the device itself. 0:03:07.737,0:03:12.629 And finally, this was a prototype of a digital camera where you couldn’t take pictures. 0:03:12.629,0:03:16.477 There’s no lens; there’s no photographic elements in this prototype; 0:03:16.477,0:03:23.034 it’s purely a way to understand better the back of camera interactions for reviewing and editing photos. 0:03:23.034,0:03:26.008 And I think this is a really important point about prototypes: 0:03:26.008,0:03:31.714 It’s that prototypes nearly always are and ought to be incomplete. 0:03:32.822,0:03:35.048 To pop back up from that example: 0:03:35.048,0:03:40.123 Prototyping is a strategy for efficiently dealing with things that are hard to predict. 0:03:40.123,0:03:43.145 And these hard-to-predict things are both 0:03:43.145,0:03:49.072 things that you wonder whether there’ll be an issue but don’t know what the answers’s going to be — your “known unknowns — 0:03:49.072,0:03:54.866 and the things that you don’t know, that you never got to think about — those are your “unknown unknowns”. 0:03:54.866,0:03:58.828 And what’s valuable about prototyping is it helps you to get feedback quickly, 0:03:58.828,0:04:01.846 so you don’t spend time heading down the wrong path. 0:04:01.846,0:04:06.898 If you’ve ever taken an art class, you’ll know the experience of sketching before you make a painting. 0:04:06.898,0:04:09.935 It’s not just for novices: Picasso did the same thing. 0:04:09.935,0:04:14.655 One of the things that we know about human psychology is that 0:04:14.655,0:04:18.308 people are notoriously bad at being able to estimate the space of possible outcomes. 0:04:18.308,0:04:22.571 We often consider far fewer options than are actually likely to happen. 0:04:22.571,0:04:26.595 And this is just as true in the financial world as it is in the creative world. 0:04:26.595,0:04:32.364 For any complex system, whether it is finance or design, the interactions of all these ingredients 0:04:32.364,0:04:38.379 far dominate the things that you can easily predict, and consequently our intuitions are often wrong. 0:04:38.949,0:04:42.414 The strategy that we are going to teach you in this class is to encourage you to focus on 0:04:42.414,0:04:47.390 the goals of the design rather than to think about a particular design itself 0:04:47.390,0:04:50.904 and trying to railroad that strategy forward. 0:04:50.904,0:04:54.243 A classic novice error is to come up with one idea for a design: 0:04:54.243,0:04:59.531 You think you’ve got something that’s super cool and just keep arguing for that particular option. 0:04:59.531,0:05:02.801 Instead of having that concrete thing you want to argue for, 0:05:02.801,0:05:07.508 think about what you hope to achieve with that design idea — what’s your goal there. 0:05:08.385,0:05:14.637 In this class we’re going to teach how to set goals early and evolve them and revise your design using data. 0:05:14.637,0:05:19.112 As Bill Buxton points out in his excellent book « Sketching User Interfaces », 0:05:19.112,0:05:23.287 the kinds of alternatives that you’re going to consider at different points of the design process 0:05:23.287,0:05:25.151 are going to be different. 0:05:25.151,0:05:30.006 Early on, you may be thinking about a really broad range of possibilities. 0:05:30.713,0:05:33.772 And then you might narrow in for a little while. 0:05:33.772,0:05:36.606 Then you might consider some alternatives and narrow in. 0:05:36.606,0:05:41.991 And this alternating flair and focus is a hallmark of an effective design process. 0:05:41.991,0:05:45.492 Later on in the design, as you get toward the final product, 0:05:45.492,0:05:51.141 you’re going to be thinking about small variations like fonts or colours or micro changes in layout. 0:05:51.141,0:05:54.530 Early on you might be thinking about much broader ideas like: 0:05:54.530,0:05:57.822 Is this going to be a mobile service or a desktop service? 0:05:57.822,0:06:01.168 And what kind of thing is this going to be anyhow? 0:06:01.168,0:06:08.140 Recognizing the need for and value of this oscillation can help you prepare for an effective design process. 0:06:08.140,0:06:13.351 The Palm Pilot’s design process provides us with a wonderful example of prototyping. 0:06:13.351,0:06:18.714 The Palm Pilot was one of the first digital PDA’s — personal digital assistants — 0:06:18.714,0:06:24.044 and it helped you handle your to-do lists, and calendar, and contact information and notes. 0:06:25.137,0:06:30.564 Its lead inventor was Jeff Hawkins; and Jeff, when he first envisioned the Palm Pilot, 0:06:30.564,0:06:37.111 one of the first things that he did was create a block of wood that was the size of the device that he envisioned. 0:06:37.111,0:06:42.678 And what he would do is carry this block of wood around with him and he would use it as if it were a real device: 0:06:42.678,0:06:48.470 So he would tap on it and enter information, add contacts, record things in his calendar, 0:06:48.470,0:06:53.222 take notes, furiously scribbling the whole time. 0:06:53.222,0:06:56.584 So what did Jeff and his team learn from this prototype? 0:06:56.584,0:07:01.870 Well, they obviously didn’t learn anything about the silicone or the battery life or anything of the Palm Pilot 0:07:01.870,0:07:04.038 because the whole thing was made out of wood! 0:07:04.038,0:07:08.113 What they learned was about the form factor, and what we can see here 0:07:08.113,0:07:14.194 is that this was a great example of the rights and roles that a prototype can play in the design process. 0:07:14.194,0:07:20.106 A prototype should not be required to be complete; it’s going to be incomplete in strategic and important ways. 0:07:20.506,0:07:26.266 It should be easy to change — Don’t like the size of your Palm Pilot? Just cut it off a different size! 0:07:26.866,0:07:28.682 And finally, it should get to retire: 0:07:28.682,0:07:34.708 That, when you move on to a later phase in the design process, you no longer need the early prototypes. 0:07:35.324,0:07:39.807 Given that we are in a class about designing computer systems and we’re talking about a block of wood, 0:07:39.807,0:07:46.288 you might reasonably ask, “What’s going on here?” or maybe, “What is it that prototypes prototype?” 0:07:46.288,0:07:50.525 And the answer is that there are several things that a prototype can prototype. 0:07:50.525,0:07:56.268 One kind of prototype prototypes the feel — “What does this look like?” 0:07:56.268,0:08:01.397 Another kind prototypes the implementation — “What might this work like?” 0:08:01.397,0:08:05.016 And yet another kind of prototype prototypes the role — 0:08:05.016,0:08:08.635 “What might the experience of using this interactive system be like?” 0:08:08.635,0:08:12.966 This course will teach you a number of strategies that cover a bit of each of these categories. 0:08:12.966,0:08:15.604 You can plot a prototype in two dimensions. 0:08:15.604,0:08:18.645 You can think about how much you’ll learn from that prototype, 0:08:18.645,0:08:21.388 and you can think about how long it took you to create it. 0:08:21.388,0:08:24.466 And what you want to able to do, especially early on in the design process, 0:08:24.466,0:08:28.638 is to be able to maximize the amount of learning that you are being able to get from that prototype, 0:08:28.638,0:08:31.719 and minimize the amount of time that it is going to take you to create it, 0:08:32.380,0:08:35.665 because — remember — a prototype is going to be incomplete, 0:08:35.665,0:08:39.488 and it’s going to be something that you are going to get rid of most likely at some point in the process, 0:08:39.488,0:08:44.240 and so there’s no point in sinking a lot of time into something that you’re soon going to throw away. 0:08:45.886,0:08:50.473 Prototyping is not just for small things. In your prototyping you can think big — really big. 0:08:50.473,0:08:54.155 Here’s an example from Walter Dorwin Teague, this guy right here. 0:08:54.770,0:08:58.340 He is one of America’s foremost industrial designers. 0:08:58.340,0:09:03.371 And he is standing inside of one of the very first Boeing cross-country airplanes. 0:09:03.371,0:09:09.597 And what he’s doing is taking a look at the interior design that his company did for Boeing, 0:09:09.597,0:09:12.910 (and they still work with Boeing to this day). 0:09:12.910,0:09:17.747 What’s notable here is that you’ve got an interior of an aircraft, but there’s no aircraft! 0:09:17.747,0:09:25.172 This is all mocked up in a warehouse. It’s the experience of an airplane without the airplane. 0:09:25.172,0:09:30.878 In creating this prototype, they brought in a number of users, and had people come on with luggage 0:09:30.878,0:09:36.898 and try out the experience of the airplane, where they would sit down, take their seats for the length 0:09:36.898,0:09:42.127 of a cross-country flight, and flight attendants would come through to offer them food and other amenities, 0:09:42.127,0:09:45.159 and you could see things like “Are the aisles wide enough?”, 0:09:45.159,0:09:50.669 “Are the seats comfortable?”, “Will the luggage racks carry the luggage that’s necessary?” 0:09:50.669,0:09:55.423 Walter Teague wasn’t the only industrial designer to be able to use these large prototypes of scale. 0:09:55.423,0:10:00.793 Many of the designers creating ocean-going vessels tried the same strategy 0:10:00.793,0:10:07.613 of prototyping interiors in warehouses, and in fact as Walter Isaacson’s biography of Steve Jobs reports, 0:10:07.613,0:10:13.345 when Apple was creating its first retail stores, they got some warehouse space outside of San Jose, 0:10:13.345,0:10:19.909 and every week went to a fake retail store to try out the retail experience in advance of first opening, 0:10:19.909,0:10:25.672 and one of the things that that biography reports about the retail experience at Apple was, 0:10:25.672,0:10:32.028 by the virtue of prototyping it and trying out different configurations of the store, the Apple team realized 0:10:32.028,0:10:39.290 that the stores can be configured around activities — such as music — rather than around individual products, 0:10:39.290,0:10:43.823 and this significantly changed the layout of the Apple Stores prior to their opening. 0:10:44.700,0:10:48.679 Linus Pauling may be the premier chemist in the 20th century. 0:10:48.679,0:10:53.138 He was awarded the Nobel Prize for his work on describing the nature of chemical bonds. 0:10:53.138,0:10:56.900 What his work philosophy shares with that of professional designers 0:10:56.900,0:11:02.714 is the practice of trying out multiple alternative ideas, approaches, and solution strategies. 0:11:02.714,0:11:06.808 As he says here, “The best way to have a good idea is to have a lot of ideas.” 0:11:07.223,0:11:12.670 And we see that here in a hundred different prototypes that the design firm IDEO produced for Microsoft 0:11:12.670,0:11:15.495 when it was creating its first mouse. 0:11:15.495,0:11:21.051 There are a number of form alternatives that it explored — symmetric versus assymetric designs, 0:11:21.051,0:11:25.241 ones that emphasize ergonomics versus others that emphasize style — 0:11:25.241,0:11:29.165 and being able to see all of these alternatives and hold them in one’s hand 0:11:29.165,0:11:33.852 helped Microsoft figure out which design was the best fit for it to release the mouse with. 0:11:34.498,0:11:39.910 For the geeks in the audience: You can think about this kind of rapid prototyping strategy that we’re talking about 0:11:39.910,0:11:45.185 as being kind of like simulated annealing, where you have a space of possible options, 0:11:48.078,0:11:53.687 some of them better than the others, and what often happens with serial iterative deisgn 0:11:53.687,0:11:56.802 is that you can hillclimb to the best one. 0:11:56.802,0:11:58.906 But local improvement isn’t enough: 0:11:58.906,0:12:04.384 You need to be able to hop around the design space and try wildly different alternatives. 0:12:04.384,0:12:07.323 That way you can find the global maximum. 0:12:07.323,0:12:12.546 When you’re creating a prototyping strategy, it’s important to think about the cost of change over time. 0:12:12.546,0:12:18.816 For physical products —— like a car, a toaster —, the cost of making changes rises dramatically over time 0:12:18.816,0:12:23.393 throughout the design process, and even more significantly upon release. 0:12:24.655,0:12:30.317 With desktop software that gets distributed on, say, a CDROM, the cost rises aren’t quite so dramatic, 0:12:30.317,0:12:35.654 but it’s still pretty significant, harder to make changes as you go throughout the design process, 0:12:35.654,0:12:39.091 and much more difficult once you’ve shipped it out to consumers. 0:12:41.798,0:12:47.328 Web sites, and other forms of software as a service, make it much easier to make changes over time. 0:12:49.913,0:12:55.269 But the costs and difficulty of making changes is still increasing for a number of reasons. 0:12:55.269,0:13:00.631 One of the most important is that people get used to a particular piece of software over time. 0:13:00.631,0:13:05.724 And so even if you could change it easily, you’d upset and confuse a significant user base. 0:13:05.724,0:13:11.724 The same is true for developers [of] any software that has API’s that people are writing applications on top of. 0:13:11.724,0:13:16.665 Once people get used to it, or have built things that rely on a piece of software, 0:13:16.665,0:13:19.190 it becomes more difficult to change. 0:13:19.190,0:13:22.507 Altogether, what this means is that you want to create a design process 0:13:22.507,0:13:25.431 where you’re making your biggest changes early, 0:13:27.431,0:13:31.411 and as you build momentum with users, you’re continuing to refine, 0:13:31.411,0:13:34.777 and adapt, and tweak, and improve your system as it goes on. 0:13:36.792,0:13:41.071 I think I can sum up the introductory message of this framing video in one sentence: 0:13:41.071,0:13:47.186 It’s that “prototypes are questions; ask lots of them.” 0:13:47.186,0:13:50.555 We’ll see you next time.