1 00:00:00,702 --> 00:00:04,871 In my opinion, the single most important idea that you could get out of this class 2 00:00:04,871 --> 00:00:10,424 is the idea that prototyping is a tremendously valuable strategy for effective design. 3 00:00:10,424 --> 00:00:15,239 In this video, I’ll introduce what I mean by prototyping and why I think it is so tremendously important. 4 00:00:15,239 --> 00:00:20,262 This is going to serve as a framing for later videos that we’ll use to introduce concrete techniques. 5 00:00:21,355 --> 00:00:24,556 In this class, when we talk about prototyping, what we mean is 6 00:00:24,556 --> 00:00:29,857 rapidly creating an approximation of a design idea so that you can quickly get feedback and learn. 7 00:00:29,857 --> 00:00:35,241 Prototyping is the pivotal activity in structured innovation, collaboration and creativity in design. 8 00:00:35,241 --> 00:00:39,020 Prototypes embody design hypotheses and enable designers to get feedback. 9 00:00:39,020 --> 00:00:42,731 It’s what Donald Schon calls “a reflective conversation with materials”. 10 00:00:42,731 --> 00:00:48,023 By trying things out and learning — from that exploration — you are able to improve your design 11 00:00:48,023 --> 00:00:52,144 and be able to gain insights that you otherwise may not have. 12 00:00:52,144 --> 00:00:57,081 It’s important to remember that the goal in prototyping is not the artefact; it’s feedback: 13 00:00:57,081 --> 00:01:02,048 Build some prototypes, try them out, and usually you’d learn to try to in the next design. 14 00:01:02,048 --> 00:01:06,048 One way to think about a prototype is that it’s a question rendered as an artefact. 15 00:01:06,048 --> 00:01:11,246 It’s something that you make as a way of communicating with other stakeholders: 16 00:01:11,246 --> 00:01:15,706 These can be clients. These can be other people on your design team. 17 00:01:15,706 --> 00:01:19,864 These can be users in an interactive system. They can even be yourself. 18 00:01:19,864 --> 00:01:25,162 And the role of the prototype in this communication is it serves as a common ground 19 00:01:25,162 --> 00:01:29,715 to help people understand really concretely what everybody is talking about. 20 00:01:29,731 --> 00:01:33,897 Here’s an example of what I mean by a prototype, courtesy of the design firm IDEO: 21 00:01:33,897 --> 00:01:41,158 In the mid-90’s, Kodak approached IDEO, asking them to help design an early consumer digital camera. 22 00:01:41,158 --> 00:01:44,190 Digital cameras were a very interesting technology, 23 00:01:44,190 --> 00:01:49,623 because they offered new opportunities for being able to review and edit your photos on the camera 24 00:01:49,623 --> 00:01:51,658 that wasn’t possible with the film camera. 25 00:01:51,658 --> 00:01:57,251 IDEO was tasked with a way to make sense of possible interactions that you could do on a digital camera 26 00:01:57,251 --> 00:02:01,146 and to render those on a concrete user interface. 27 00:02:01,146 --> 00:02:06,684 What they came up with ultimately became this: the Kodak DC-210 digital camera. 28 00:02:06,684 --> 00:02:09,265 Here’s the user interface on the back: 29 00:02:09,265 --> 00:02:13,344 There’s a screen and several buttons for being able to naigate through the photographs. 30 00:02:13,344 --> 00:02:18,953 It also has a dial here for several modes, and a zoom controller right here. 31 00:02:18,953 --> 00:02:21,574 Now let’s look at the prototype on the screen: 32 00:02:21,574 --> 00:02:25,140 You’ll probably notice some similarities but also some differences. 33 00:02:25,140 --> 00:02:29,684 The prototype on the screen and the final product both have buttons. 34 00:02:29,684 --> 00:02:34,187 They have a screen. They are of similar functionalities in this case. 35 00:02:34,187 --> 00:02:39,938 However, there’re also some important differences between this prototype and this final version. 36 00:02:39,938 --> 00:02:41,888 The first one is that the prototype is a lot bigger: 37 00:02:41,888 --> 00:02:45,978 In order to be able to build a version quickly, they couldn’t make everything miniturized. 38 00:02:45,978 --> 00:02:51,503 So it takes more a lot more physical space; the layout is similar but the scale has changed. 39 00:02:51,503 --> 00:02:56,513 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; 40 00:02:57,682 --> 00:03:01,431 This prototype camera here had an umbilical cord going back to a Macintosh 41 00:03:01,431 --> 00:03:04,578 that actually ran all of the computations and interactions, 42 00:03:04,593 --> 00:03:07,737 so there were no computation on the device itself. 43 00:03:07,737 --> 00:03:12,629 And finally, this was a prototype of a digital camera where you couldn’t take pictures. 44 00:03:12,629 --> 00:03:16,477 There’s no lens; there’s no photographic elements in this prototype; 45 00:03:16,477 --> 00:03:23,034 it’s purely a way to understand better the back of camera interactions for reviewing and editing photos. 46 00:03:23,034 --> 00:03:26,008 And I think this is a really important point about prototypes: 47 00:03:26,008 --> 00:03:31,714 It’s that prototypes nearly always are and ought to be incomplete. 48 00:03:32,822 --> 00:03:35,048 To pop back up from that example: 49 00:03:35,048 --> 00:03:40,123 Prototyping is a strategy for efficiently dealing with things that are hard to predict. 50 00:03:40,123 --> 00:03:43,145 And these hard-to-predict things are both 51 00:03:43,145 --> 00:03:49,072 things that you wonder whether there’ll be an issue but don’t know what the answers’s going to be — your “known unknowns — 52 00:03:49,072 --> 00:03:54,866 and the things that you don’t know, that you never got to think about — those are your “unknown unknowns”. 53 00:03:54,866 --> 00:03:58,828 And what’s valuable about prototyping is it helps you to get feedback quickly, 54 00:03:58,828 --> 00:04:01,846 so you don’t spend time heading down the wrong path. 55 00:04:01,846 --> 00:04:06,898 If you’ve ever taken an art class, you’ll know the experience of sketching before you make a painting. 56 00:04:06,898 --> 00:04:09,935 It’s not just for novices: Picasso did the same thing. 57 00:04:09,935 --> 00:04:14,655 One of the things that we know about human psychology is that 58 00:04:14,655 --> 00:04:18,308 people are notoriously bad at being able to estimate the space of possible outcomes. 59 00:04:18,308 --> 00:04:22,571 We often consider far fewer options than are actually likely to happen. 60 00:04:22,571 --> 00:04:26,595 And this is just as true in the financial world as it is in the creative world. 61 00:04:26,595 --> 00:04:32,364 For any complex system, whether it is finance or design, the interactions of all these ingredients 62 00:04:32,364 --> 00:04:38,379 far dominate the things that you can easily predict, and consequently our intuitions are often wrong. 63 00:04:38,949 --> 00:04:42,414 The strategy that we are going to teach you in this class is to encourage you to focus on 64 00:04:42,414 --> 00:04:47,390 the goals of the design rather than to think about a particular design itself 65 00:04:47,390 --> 00:04:50,904 and trying to railroad that strategy forward. 66 00:04:50,904 --> 00:04:54,243 A classic novice error is to come up with one idea for a design: 67 00:04:54,243 --> 00:04:59,531 You think you’ve got something that’s super cool and just keep arguing for that particular option. 68 00:04:59,531 --> 00:05:02,801 Instead of having that concrete thing you want to argue for, 69 00:05:02,801 --> 00:05:07,508 think about what you hope to achieve with that design idea — what’s your goal there. 70 00:05:08,385 --> 00:05:14,637 In this class we’re going to teach how to set goals early and evolve them and revise your design using data. 71 00:05:14,637 --> 00:05:19,112 As Bill Buxton points out in his excellent book « Sketching User Interfaces », 72 00:05:19,112 --> 00:05:23,287 the kinds of alternatives that you’re going to consider at different points of the design process 73 00:05:23,287 --> 00:05:25,151 are going to be different. 74 00:05:25,151 --> 00:05:30,006 Early on, you may be thinking about a really broad range of possibilities. 75 00:05:30,713 --> 00:05:33,772 And then you might narrow in for a little while. 76 00:05:33,772 --> 00:05:36,606 Then you might consider some alternatives and narrow in. 77 00:05:36,606 --> 00:05:41,991 And this alternating flair and focus is a hallmark of an effective design process. 78 00:05:41,991 --> 00:05:45,492 Later on in the design, as you get toward the final product, 79 00:05:45,492 --> 00:05:51,141 you’re going to be thinking about small variations like fonts or colours or micro changes in layout. 80 00:05:51,141 --> 00:05:54,530 Early on you might be thinking about much broader ideas like: 81 00:05:54,530 --> 00:05:57,822 Is this going to be a mobile service or a desktop service? 82 00:05:57,822 --> 00:06:01,168 And what kind of thing is this going to be anyhow? 83 00:06:01,168 --> 00:06:08,140 Recognizing the need for and value of this oscillation can help you prepare for an effective design process. 84 00:06:08,140 --> 00:06:13,351 The Palm Pilot’s design process provides us with a wonderful example of prototyping. 85 00:06:13,351 --> 00:06:18,714 The Palm Pilot was one of the first digital PDA’s — personal digital assistants — 86 00:06:18,714 --> 00:06:24,044 and it helped you handle your to-do lists, and calendar, and contact information and notes. 87 00:06:25,137 --> 00:06:30,564 Its lead inventor was Jeff Hawkins; and Jeff, when he first envisioned the Palm Pilot, 88 00:06:30,564 --> 00:06:37,111 one of the first things that he did was create a block of wood that was the size of the device that he envisioned. 89 00:06:37,111 --> 00:06:42,678 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: 90 00:06:42,678 --> 00:06:48,470 So he would tap on it and enter information, add contacts, record things in his calendar, 91 00:06:48,470 --> 00:06:53,222 take notes, furiously scribbling the whole time. 92 00:06:53,222 --> 00:06:56,584 So what did Jeff and his team learn from this prototype? 93 00:06:56,584 --> 00:07:01,870 Well, they obviously didn’t learn anything about the silicone or the battery life or anything of the Palm Pilot 94 00:07:01,870 --> 00:07:04,038 because the whole thing was made out of wood! 95 00:07:04,038 --> 00:07:08,113 What they learned was about the form factor, and what we can see here 96 00:07:08,113 --> 00:07:14,194 is that this was a great example of the rights and roles that a prototype can play in the design process. 97 00:07:14,194 --> 00:07:20,106 A prototype should not be required to be complete; it’s going to be incomplete in strategic and important ways. 98 00:07:20,506 --> 00:07:26,266 It should be easy to change — Don’t like the size of your Palm Pilot? Just cut it off a different size! 99 00:07:26,866 --> 00:07:28,682 And finally, it should get to retire: 100 00:07:28,682 --> 00:07:34,708 That, when you move on to a later phase in the design process, you no longer need the early prototypes. 101 00:07:35,324 --> 00:07:39,807 Given that we are in a class about designing computer systems and we’re talking about a block of wood, 102 00:07:39,807 --> 00:07:46,288 you might reasonably ask, “What’s going on here?” or maybe, “What is it that prototypes prototype?” 103 00:07:46,288 --> 00:07:50,525 And the answer is that there are several things that a prototype can prototype. 104 00:07:50,525 --> 00:07:56,268 One kind of prototype prototypes the feel — “What does this look like?” 105 00:07:56,268 --> 00:08:01,397 Another kind prototypes the implementation — “What might this work like?” 106 00:08:01,397 --> 00:08:05,016 And yet another kind of prototype prototypes the role — 107 00:08:05,016 --> 00:08:08,635 “What might the experience of using this interactive system be like?” 108 00:08:08,635 --> 00:08:12,966 This course will teach you a number of strategies that cover a bit of each of these categories. 109 00:08:12,966 --> 00:08:15,604 You can plot a prototype in two dimensions. 110 00:08:15,604 --> 00:08:18,645 You can think about how much you’ll learn from that prototype, 111 00:08:18,645 --> 00:08:21,388 and you can think about how long it took you to create it. 112 00:08:21,388 --> 00:08:24,466 And what you want to able to do, especially early on in the design process, 113 00:08:24,466 --> 00:08:28,638 is to be able to maximize the amount of learning that you are being able to get from that prototype, 114 00:08:28,638 --> 00:08:31,719 and minimize the amount of time that it is going to take you to create it, 115 00:08:32,380 --> 00:08:35,665 because — remember — a prototype is going to be incomplete, 116 00:08:35,665 --> 00:08:39,488 and it’s going to be something that you are going to get rid of most likely at some point in the process, 117 00:08:39,488 --> 00:08:44,240 and so there’s no point in sinking a lot of time into something that you’re soon going to throw away. 118 00:08:45,886 --> 00:08:50,473 Prototyping is not just for small things. In your prototyping you can think big — really big. 119 00:08:50,473 --> 00:08:54,155 Here’s an example from Walter Dorwin Teague, this guy right here. 120 00:08:54,770 --> 00:08:58,340 He is one of America’s foremost industrial designers. 121 00:08:58,340 --> 00:09:03,371 And he is standing inside of one of the very first Boeing cross-country airplanes. 122 00:09:03,371 --> 00:09:09,597 And what he’s doing is taking a look at the interior design that his company did for Boeing, 123 00:09:09,597 --> 00:09:12,910 (and they still work with Boeing to this day). 124 00:09:12,910 --> 00:09:17,747 What’s notable here is that you’ve got an interior of an aircraft, but there’s no aircraft! 125 00:09:17,747 --> 00:09:25,172 This is all mocked up in a warehouse. It’s the experience of an airplane without the airplane. 126 00:09:25,172 --> 00:09:30,878 In creating this prototype, they brought in a number of users, and had people come on with luggage 127 00:09:30,878 --> 00:09:36,898 and try out the experience of the airplane, where they would sit down, take their seats for the length 128 00:09:36,898 --> 00:09:42,127 of a cross-country flight, and flight attendants would come through to offer them food and other amenities, 129 00:09:42,127 --> 00:09:45,159 and you could see things like “Are the aisles wide enough?”, 130 00:09:45,159 --> 00:09:50,669 “Are the seats comfortable?”, “Will the luggage racks carry the luggage that’s necessary?” 131 00:09:50,669 --> 00:09:55,423 Walter Teague wasn’t the only industrial designer to be able to use these large prototypes of scale. 132 00:09:55,423 --> 00:10:00,793 Many of the designers creating ocean-going vessels tried the same strategy 133 00:10:00,793 --> 00:10:07,613 of prototyping interiors in warehouses, and in fact as Walter Isaacson’s biography of Steve Jobs reports, 134 00:10:07,613 --> 00:10:13,345 when Apple was creating its first retail stores, they got some warehouse space outside of San Jose, 135 00:10:13,345 --> 00:10:19,909 and every week went to a fake retail store to try out the retail experience in advance of first opening, 136 00:10:19,909 --> 00:10:25,672 and one of the things that that biography reports about the retail experience at Apple was, 137 00:10:25,672 --> 00:10:32,028 by the virtue of prototyping it and trying out different configurations of the store, the Apple team realized 138 00:10:32,028 --> 00:10:39,290 that the stores can be configured around activities — such as music — rather than around individual products, 139 00:10:39,290 --> 00:10:43,823 and this significantly changed the layout of the Apple Stores prior to their opening. 140 00:10:44,700 --> 00:10:48,679 Linus Pauling may be the premier chemist in the 20th century. 141 00:10:48,679 --> 00:10:53,138 He was awarded the Nobel Prize for his work on describing the nature of chemical bonds. 142 00:10:53,138 --> 00:10:56,900 What his work philosophy shares with that of professional designers 143 00:10:56,900 --> 00:11:02,714 is the practice of trying out multiple alternative ideas, approaches, and solution strategies. 144 00:11:02,714 --> 00:11:06,808 As he says here, “The best way to have a good idea is to have a lot of ideas.” 145 00:11:07,223 --> 00:11:12,670 And we see that here in a hundred different prototypes that the design firm IDEO produced for Microsoft 146 00:11:12,670 --> 00:11:15,495 when it was creating its first mouse. 147 00:11:15,495 --> 00:11:21,051 There are a number of form alternatives that it explored — symmetric versus assymetric designs, 148 00:11:21,051 --> 00:11:25,241 ones that emphasize ergonomics versus others that emphasize style — 149 00:11:25,241 --> 00:11:29,165 and being able to see all of these alternatives and hold them in one’s hand 150 00:11:29,165 --> 00:11:33,852 helped Microsoft figure out which design was the best fit for it to release the mouse with. 151 00:11:34,498 --> 00:11:39,910 For the geeks in the audience: You can think about this kind of rapid prototyping strategy that we’re talking about 152 00:11:39,910 --> 00:11:45,185 as being kind of like simulated annealing, where you have a space of possible options, 153 00:11:48,078 --> 00:11:53,687 some of them better than the others, and what often happens with serial iterative deisgn 154 00:11:53,687 --> 00:11:56,802 is that you can hillclimb to the best one. 155 00:11:56,802 --> 00:11:58,906 But local improvement isn’t enough: 156 00:11:58,906 --> 00:12:04,384 You need to be able to hop around the design space and try wildly different alternatives. 157 00:12:04,384 --> 00:12:07,323 That way you can find the global maximum. 158 00:12:07,323 --> 00:12:12,546 When you’re creating a prototyping strategy, it’s important to think about the cost of change over time. 159 00:12:12,546 --> 00:12:18,816 For physical products —— like a car, a toaster —, the cost of making changes rises dramatically over time 160 00:12:18,816 --> 00:12:23,393 throughout the design process, and even more significantly upon release. 161 00:12:24,655 --> 00:12:30,317 With desktop software that gets distributed on, say, a CDROM, the cost rises aren’t quite so dramatic, 162 00:12:30,317 --> 00:12:35,654 but it’s still pretty significant, harder to make changes as you go throughout the design process, 163 00:12:35,654 --> 00:12:39,091 and much more difficult once you’ve shipped it out to consumers. 164 00:12:41,798 --> 00:12:47,328 Web sites, and other forms of software as a service, make it much easier to make changes over time. 165 00:12:49,913 --> 00:12:55,269 But the costs and difficulty of making changes is still increasing for a number of reasons. 166 00:12:55,269 --> 00:13:00,631 One of the most important is that people get used to a particular piece of software over time. 167 00:13:00,631 --> 00:13:05,724 And so even if you could change it easily, you’d upset and confuse a significant user base. 168 00:13:05,724 --> 00:13:11,724 The same is true for developers [of] any software that has API’s that people are writing applications on top of. 169 00:13:11,724 --> 00:13:16,665 Once people get used to it, or have built things that rely on a piece of software, 170 00:13:16,665 --> 00:13:19,190 it becomes more difficult to change. 171 00:13:19,190 --> 00:13:22,507 Altogether, what this means is that you want to create a design process 172 00:13:22,507 --> 00:13:25,431 where you’re making your biggest changes early, 173 00:13:27,431 --> 00:13:31,411 and as you build momentum with users, you’re continuing to refine, 174 00:13:31,411 --> 00:13:34,777 and adapt, and tweak, and improve your system as it goes on. 175 00:13:36,792 --> 00:13:41,071 I think I can sum up the introductory message of this framing video in one sentence: 176 00:13:41,071 --> 00:13:47,186 It’s that “prototypes are questions; ask lots of them.” 177 00:13:47,186 --> 00:13:50,555 We’ll see you next time.