A2.2 / Prototyping techniques
A2.2 / Prototyping techniques
Why is it necessary for designers to prototype ideas as part of a design process?
A prototype is a sample or model built to test a concept or process or to act as an object to be replicated or learned from. A prototype is a further advancement from the mock-up. A prototype is a simple model built to test, evaluate and validate a design concept. Prototyping is used to provide specifications for a real, working product rather than a theoretical one. It is built to be tested and used in order to provide feedback to the design team from a variety of stakeholders in the product.
Prototypes are often put in the hands of users so that designers can observe how they are used. In this way, designers can gain feedback from the users, and learn more about the design context.
Prototypes can be used to test and refine specifications. They can also be used to help learn more about the design or (challenges to) the manufacturing context.
The fidelity of the prototype is the degree to which the prototype is exactly like the final product. Fidelity is usually classified into three groups:
Low-fidelity models are a conceptual presentation of an idea. They are not tangible or durable, but they do communicate basic information about form, shape, function, etc. Paper prototypes are a good example of low-fidelity prototypes
Mid-fidelity prototypes communicate more about an idea or concept. They may communicate some but not all of the functions of the design.
High-fidelity prototypes attempt to represent as close as possible the functionality of the final product. They are typically durable enough to be testable and used by the user group to gather usability data.
Prototype for the original Dyson vacuum cleaner
Examples of prototype handles that were used by the designers and users to refine the handle design.
Dyson Mock-up prototype
Mock-ups are full-size models of a product made using inexpensive materials. They have some functionality, meaning that they can also be used as a prototype. Mockups are used to test:
How something works or feels.
Whether something fits into a specific space or room.
Proportions
Colour or finish
When designing a functional product, such as a household device, mock-ups can be used to test whether they suit typical human shapes and sizes. The cost of making mock-ups is often more than repaid by the savings made by avoiding going into production with a design which needs improvements.
Mock ups of various fidelity showing the design development of a juicer
Instrumented physical models are prototypes equipped with the ability to take measurements that provide quantitative data on the performance of a product. They can be used to effectively investigate many phenomena such as fluid flows in hydraulic systems, aerodynamic patterns around cars in wind tunnels, variables such as velocity, force, bending, folding, or torque of a product.
Instrumented physical models contain testing equipment in the model itself and allow data to be logged for analysed whilst the model is in use. The data can later be analyzed and design, manufacture, and safety decisions can be made from it.
Flo-vis paint a low-tech part of instrumented modelling for aerodynamic testing in F1
Clicks communicator models used for 'first-look' showcasing
An aesthetic model is a model developed to look and feel like a real product. They are used to evaluate user appeal or in ergonomic testing. These models do not actually work (they are not prototypes) and are typically not intended to be handled greatly. The primary function is to communicate and test the aesthetic elements of a design or to evaluate the properties of a material:
Weight and balance: using materials similar in weight and density to the final production material, the model could be used to evaluate how heavy a design is, or how it balances. A good example of this might be a hand tool, portable device, or sports equipment.
Texture and surface qualities: finishes, paint, or textures might be applied to the surface to communicate how the surface looks, feels or reflects light.
Archtechtural scale model
Automotive clay modelling
A scale model is a smaller or larger physical model of an object. Scale models are commonly seen in architecture when a full-size building is modelled by greatly reducing the scale. This enables designers, and clients to visualise the structure of the building, but also the exterior and interior aesthetics and lines. Unforeseen factors can be highlighted, and modifications can easily be made before going to full-scale production.
Small-scale models are generally used to express an idea or look at the overall aesthetics and proportions of A product. They are used for a number of products and purposes but tend to be low fidelity and do not express great detail regarding construction methods or use the exact materials of the final product.
Small-scale modelling can be a fast method to develop design ideas, or it can be something far more sophisticated and expensive like an architectural model that is used to communicate design thinking, specific ideas or aesthetic issues.
In the DP design thinking model, prototyping serves as the vital bridge between conceptualization and reality. This stage is not about creating a finished product, but rather about building low-fidelity, "rough and ready" representations of ideas to investigate specific design challenges. By transforming abstract thoughts into physical or digital artifacts, designers can identify unforeseen flaws and explore potential solutions without the heavy investment of time or resources required for final production. Prototyping fosters a "bias toward action," encouraging teams to fail fast and learn quickly, which is essential in a non-linear, iterative process.
The true power of the prototype lies in its role within the iterative loop, specifically its relationship with the Empathize and Test phases. A prototype acts as a conversation starter; when users interact with a tangible object, they provide deeper, more visceral feedback than they would when simply discussing a concept. This feedback allows designers to return to previous stages—refining their problem definition or ideating entirely new directions based on user reactions. In this model, prototyping is less about validation and more about discovery, ensuring that the final solution is deeply rooted in human needs and functional viability.
Other subsections in this topic link directly to content covered in B2.2 - Modelling & prototyping