From the course: Learning Design Thinking: Lead Change in Your Organization
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Prototyping beyond the screen
From the course: Learning Design Thinking: Lead Change in Your Organization
Prototyping beyond the screen
Products and services today often exist beyond a single screen or the edges of a physical product. They exist in spaces, in environments, and in journeys over time. Journey mapping and low-fidelity prototyping are great ways to make concepts tangible over time and in hand. But when you move beyond the scale of the hand, you need to start prototyping in spaces. Experiences that happen in spaces or over time are less tangible than an object you can hold, and people sometimes struggle to understand an experience that will happen in those settings. Prototyping experiences that happen over time is often done with a video, a performance, or other sketch techniques, including augmented reality, which make these experiences tangible and allow the team and potential users to understand them on their own terms. For example, we worked with a startup that was rethinking how the old payphone infrastructure, which was no longer relevant because of cell phones, could be reimagined to meet the…
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