Prototyping (Iba and Sakamoto)/OG

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Prototyping (Iba and Sakamoto)
Contributors Takashi Iba, Mami Sakamoto
Last modification June 6, 2017
Source Iba & Sakamoto (2011)[1]; Iba (2010)[2]
Pattern formats OPR Alexandrian
Usability
Learning domain
Stakeholders


It is not until you make some prototypes that you figure out what you really want to make.
Prototyping-OG.png

“My hand is the extension of the thinking process - the creative process.” — Tadao Ando

“A picture is worth a thousand words. ... a good prototype is worth a thousand pictures.” — T. Kelly

“Without craftsmanship, inspiration is a mere reed shaken in the wind” — Johannes Brahms


***


You have an idea and are almost ready to implement it.


▼In this context


You cannot clarify an image of what you will create.

• It is not until you take actions towards the objective that you find it clearly.
• Making things opens up the possibility of your next stage of learning.
• It is difficult to discuss an idea without a concrete image of it.


▼Therefore


Make some prototypes and consider how to make it better.

• Make a prototype and find out what doesn • •t work.
• Consider other approaches to your problems and make the prototype again.
• Using the prototypes, share your ideas with others and make better prototypes than before.


References

  1. Iba, T., & Sakamoto, M. (2011). Learning patterns III: a pattern language for creative learning. In Proceedings of the 18th Conference on Pattern Languages of Programs (PLoP 2011) (p. 29). New York:ACM.
  2. Patlet mentioned in Iba, T. (2010). Designing a Pattern Language for Creative Learners.