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	<title>Design Thinking Blog &#187; Rapid Prototyping</title>
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		<title>Parallel design process</title>
		<link>http://www.designthinkingblog.com/2009/10/parallel-design-process/</link>
		<comments>http://www.designthinkingblog.com/2009/10/parallel-design-process/#comments</comments>
		<pubDate>Fri, 16 Oct 2009 20:14:59 +0000</pubDate>
		<dc:creator>@dTblog</dc:creator>
				<category><![CDATA[Process]]></category>
		<category><![CDATA[Design Thinking Process]]></category>
		<category><![CDATA[Rapid Prototyping]]></category>

		<guid isPermaLink="false">http://www.designthinkingblog.com/?p=462</guid>
		<description><![CDATA[Overview of Post: This is another resource in the rapid prototyping part of Design Thinking. Thoughts on this Post: This a a good guide for practitioners who are learning how to put the concepts into action. Original Post HERE at Usability.net Summary Parallel design is a method where alternative designs, often interface designs, are created [...]]]></description>
			<content:encoded><![CDATA[<p><strong><img class="alignleft size-full wp-image-499" style="margin-left: 10px; margin-right: 10px;" title="title" src="http://www.designthinkingblog.com/wp-content/uploads/2009/10/title1.jpg" alt="title" width="355" height="54" />Overview of Post:</strong> This is another resource in the rapid prototyping part of Design Thinking.</p>
<p><strong>Thoughts on this Post:</strong> This a a good guide for practitioners who are learning how to put the concepts into action.</p>
<h3><a href="http://www.usabilitynet.org/tools/parallel.htm">Original Post HERE</a> at Usability.net</h3>
<p>Summary</p>
<p>Parallel design is a method where alternative designs, often                      interface designs, are created by two to four design groups                      at the same time. The aim is to assess the different ideas                      before settling on a single concept for continued development.                      The design groups work independently of each other, since                      the goal is to generate as much diversity as possible. Design                      groups should not discuss their designs with each other until                      after they have produced their draft design concepts and presented                      them in a design workshop. The final design may be one of                      the designs or a combination of designs, taking the best features                      from each.<span id="more-462"></span></p>
<p>Although parallel design might at first seem like an expensive                      approach, since many ideas are generated without implementing                      them, it is a very cheap way of exploring a range of possible                      concepts before selecting the probable optimum.</p>
<h2>Benefits</h2>
<ul>
<li>Allows a range of ideas to be generated quickly and cost                        effectively.</li>
<li>Parallel nature of the approach allows several approaches                        to be explored at the same time, thus compressing the concept                        development schedule.</li>
<li>The concepts generated can often be combined so that the                        final solution benefits from all ideas proposed.</li>
<li>Only minimal resources and materials are required to convey                        product feel.</li>
<li>The technique can be utilised by those with little or                        no human factors expertise.</li>
</ul>
<p>However, parallel design requires a number of design team                      members to be available at the same time to produce the concepts                      and it requires a lot of time to be invested over a short                      period for the design work to be carried out. Also, time must                      be allocated to compare parallel design outputs properly so                      that the benefits of each approach are obtained.</p>
<h2>Method</h2>
<p>The method requires design team members to be available concurrently                      in order to carry out design work in parallel. A requirements                      document is needed to make sure that the design groups are                      given the same information so that design work starts from                      the same starting point.</p>
<p>The following procedure may be adopted for implementing this                      method:</p>
<ul>
<li>Define clearly the boundaries for the parallel design,                        i.e. goal of system, tasks that it should support, user                        characteristics, etc. Each design team should receive the                        same set of requirements before starting the design activity..</li>
</ul>
<ul>
<li>Each design teams may use whatever media they prefer to                        present their designs. It is recommended to use a low level                        of prototyping. No extra points should be given for ‘sophisticated’                        prototypes.</li>
</ul>
<ul>
<li>Design teams should have roughly equivalent skills.</li>
</ul>
<ul>
<li>Decide beforehand how much time to allocate to the design                        work and set a clear time limit. 10 &#8211; 20 hours per group                        is often sufficient.</li>
</ul>
<ul>
<li>Agree on the criteria by which the designs will be assessed.</li>
</ul>
<ul>
<li>Allow sufficient time to carry out a fair comparison of                        the designs produced. This is often carried out in a design                        workshop, where all groups and their member participate.</li>
</ul>
<ul>
<li>Discuss each design separately and then discuss how different                        aspects of the designs may be combined.</li>
</ul>
<ul>
<li>The objective is to settle on one design concept based                        on the total effort.</li>
</ul>
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		<title>Rapid prototyping process in Design Thinking</title>
		<link>http://www.designthinkingblog.com/2009/10/rapid-prototyping-process-in-design-thinking/</link>
		<comments>http://www.designthinkingblog.com/2009/10/rapid-prototyping-process-in-design-thinking/#comments</comments>
		<pubDate>Mon, 12 Oct 2009 18:48:55 +0000</pubDate>
		<dc:creator>@dTblog</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Process]]></category>
		<category><![CDATA[Design Thinking Process]]></category>
		<category><![CDATA[Rapid Prototyping]]></category>

		<guid isPermaLink="false">http://www.designthinkingblog.com/?p=461</guid>
		<description><![CDATA[Overview of Article: The process of Rapid Prototyping is central to the effectiveness of Design Thinking, but can also be the one part of the process that people overlook.  This article gives a god look at the why and how of the process. Thoughts on this Article:  If you can learn how to do this [...]]]></description>
			<content:encoded><![CDATA[<p><strong><img class="alignleft size-medium wp-image-467" style="margin-left: 25px; margin-right: 25px;" title="title" src="http://www.designthinkingblog.com/wp-content/uploads/2009/10/title-300x45.jpg" alt="title" width="234" height="71" />Overview of Article:</strong> The process of Rapid Prototyping is central to the effectiveness of Design Thinking, but can also be the one part of the process that people overlook.  This article gives a god look at the why and how of the process.</p>
<p><strong>Thoughts on this Article</strong>:  If you can learn how to do this very well, you will have much better results with your design thinking efforts.</p>
<p><a href="http://www.usabilitynet.org/tools/rapid.htm">Original Post HERE at Usability.net</a></p>
<h3>Summary of Rapid Prototyping</h3>
<p>In rapid prototyping interactive prototypes are developed                      which can be quickly replaced or changed in line with design                      feedback. This feedback may be derived from colleagues or                      users as they work with the prototype to accomplish set tasks.</p>
<p>This method is concerned with developing different proposed                      concepts through software or hardware prototypes, and evaluating                      them. In general the process is termed ‘rapid’ prototyping.                      The development of a simulation or prototype of the future                      system can be very helpful, allowing users to visualise the                      system and provide feedback on it. Thus it can be used to                      clarify user requirements options. Later on in the lifecycle,                      it can also be used to specify details of the user interface                      to be included in the future system.</p>
<p>Within software engineering circles the method is closely                      associated with user interface management systems and various                      design support tools. The latter tools offer the designer                      libraries of process and graphical interface elements for                      defining the software’s logical structure and ‘look-and-feel’.                      Here the title refers to an approach adopted by software developers                      in which the prototypes exhibit a higher fidelity with the                      end product than those created as part of other methods such                      as paper prototyping.<span id="more-461"></span></p>
<h2>Benefits</h2>
<ul>
<li>Gives users (especially the general public) a tangible                        demonstration of what the system is about.</li>
<li>Permits the swift development of interactive software                        prototypes.</li>
<li>Prototypes created by this method have a high fidelity                        with the final product</li>
<li>The prototypes created under this method support metric-based                        evaluations</li>
</ul>
<h2>Method</h2>
<ul>
<li>A general procedure for adopting the rapid prototyping method                      is outlined below. Allow enough time to create the prototype. If the prototype                        is to be evaluated with users then allow time to design                        relevant tasks, recruit the users, evaluate the prototype                        and report the results.</li>
</ul>
<ul>
<li>Assemble the necessary equipment, including the hardware                        and software tools necessary to create the interactive prototype.</li>
</ul>
<ul>
<li>Develop the prototype itself.</li>
</ul>
<ul>
<li>Select appropriate users to test the prototype, trying                        to cover the range of users within the target population.                        A facilitator will also be required to instruct the users                        and run the evaluation.</li>
</ul>
<ul>
<li>Prepare realistic tasks to occupy the users as they work                        with the prototype.</li>
</ul>
<ul>
<li>Pilot the evaluation procedure and ensure the prototype                        can be used to accomplish the tasks.</li>
</ul>
<ul>
<li>Ensure recording facilities are available and functioning.</li>
</ul>
<ul>
<li>Conduct each session. The facilitator instructs the user                        to work through the allocated tasks, interacting with, and                        responding to, the system as appropriate.</li>
</ul>
<ul>
<li>If necessary additional information can be obtained by                        interviewing users following their use of the prototype.                        Debrief and thank the user.</li>
</ul>
<ul>
<li>Analyse the obtained information and then summarise the                        observations and user evaluations. Determine the themes                        and severity of the problems identified.</li>
</ul>
<ul>
<li>Summarise design implications and recommendations for                        improvements and feed back to design team. Video recordings                        can support this.</li>
</ul>
<ul>
<li>Where necessary refine the prototype and repeat the above                        process.</li>
</ul>
<p>When using this method, avoid spending too long on the development                      of initial prototypes as user evaluation may result in substantial                      changes. Also, avoid making the prototype too polished as                      this may force users to accept it as finished. Do not put                      in features that will raise the users expectations but which                      are unlikely to be achieved with the real system (e.g. too                      fast response times, too sophisticated graphics) and do not                      put too much effort into particular features (e.g. animations)                      which may not be required.</p>
<p>Be aware that the method requires software development skills.                      Also, although rapid, the method can often be more time consuming                      than other approaches and that resources required are greater                      than paper and pens due to the need for software and hardware.</p>
<h2>More Information</h2>
<p>Many tools exist for producing rapid prototypes ranging from                      a sequence of Microsoft PowerPoint screens, to script based                      programming systems such as HyperCard, Toolbook and Visual                      Basic that can help to create a software prototype. The method                      requires more sophisticated technical resources than is the                      case with low-fidelity prototyping methods that rely on paper                      materials. An additional cost of use is the level of human                      expertise required to master the supporting development tools,                      along with the time necessary to implement a software prototype.</p>
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