[Go to site: main page, start]

0% found this document useful (0 votes)
249 views19 pages

Prototyping Techniques for Entrepreneurs

Uploaded by

pattupreethi16
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
249 views19 pages

Prototyping Techniques for Entrepreneurs

Uploaded by

pattupreethi16
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd

MODULE III: PROTOTYPING & ITERATION

Prototyping – Importance in entrepreneurial process – Types of Prototypes -


Different methods – Tools & Techniques.

What is a prototype?
A prototype is a simplified version of your product, service, or experience that you
build to learn — quickly and cheaply — whether your idea works for real people. It
can be as simple as a paper sketch or as advanced as a working app or a 3D-
printed housing.
Key ideas:
• A prototype is not a finished product. It's an experiment.
• It focuses on testing the riskiest assumptions, not on looking pretty.
• Prototypes exist to produce learning that informs the next step.
Example: If your idea is a food-delivery app for office buildings, a paper mockup of
the ordering flow or a manual "concierge" ordering service (you taking orders by
phone and delivering them yourself) are both prototypes.
"Prototype finds the right solution, MVP finds the right
market."
Prototype 📝 MVP 🚀
Functional minimal product for real
Early model to test and explore ideas
users
Often non-functional (mockups, Fully working, but with only core
wireframes, 3D models) features
Audience: Internal teams &
Audience: Early adopters / customers
stakeholders
Goal: Validate market demand &
Goal: Validate design & usability
viability
Reduces design risk Reduces market risk
Why prototyping matters ?
1. Turns assumptions into testable experiments.
• Entrepreneurs often have many assumptions (who will buy, why they'll buy,
what features matter).
• Prototypes let you test these assumptions before spending large sums.
2. Saves time and money.
• Fixing a broken idea before scale is far cheaper than after launch.
• A prototype exposes costly errors early.
3. Speeds up learning (Build–Measure–Learn).
• Prototyping closes the loop: build something small, measure how people
react, learn and repeat.
4. Improves communication and alignment.
• Founders, designers, developers, and investors can all interact with a
prototype — which is much clearer than a verbal description.
5. Increases chances of product–market fit.
• Multiple iterations with user input slowly shape a product people actually
want.
6. De-risks investor conversations.
• Investors prefer to see evidence (user behavior, prototypes, test results)
rather than theory.
7. Encourages creativity.
• Constraints of prototyping force creative, practical solutions.
TYPES OF PROTOTYPES AND FIDELITY LEVELS
1. Low-Fidelity (Lo-Fi) Prototypes
• Appearance: Rough, simple, often black-and-white.
• Medium: Paper sketches, basic wireframes, simple mockups.
• Interactivity: Minimal or none (click-through only).
• Purpose:
• Explore ideas quickly.
• Test user flows and layout concepts.
• Encourage feedback without distractions from design details.
2. Medium-Fidelity Prototypes
• Appearance: More detailed than Lo-Fi, but not fully polished.
• Medium: Digital wireframes with limited colors, placeholder content.
• Interactivity: Basic navigation and interactions (clickable elements).
• Purpose:
• Validate user journeys and usability.
• Identify functional issues early.
• Provide a clearer picture for stakeholders.
3. High-Fidelity (Hi-Fi) Prototypes
• Appearance: Very close to the final product with real branding, colors, typography, and UI
details.
• Medium: Interactive digital prototypes (Figma, Adobe XD, coded prototypes).
• Interactivity: Rich interactions, animations, realistic content.
• Purpose:
• Conduct usability testing in conditions close to the final product.
• Gain stakeholder/client approval.
• Serve as a guide for developers.
TYPES OF PROTOTYPES AND FIDELITY LEVELS
Fidelity Time to Common Progression by
Description Examples Best For Cost
Level Build Domain

Paper sketches, Testing


Quick, cheap, Digital: Paper wireframes
storyboards, concepts,
rough; focuses → basic clickable mockups
Low- role-play overall flows,
on basic ideas Minutes– Nearly Physical: Rough sketches
Fidelity scenarios, and gathering
and flows, not hours zero → cardboard/foam models
(Low-fi) clickable feedback in
visuals or final Services: Role-play
wireframes with early user
features. scenarios
hotlinks. interviews.

Adds more Digital: Clickable designs


Testing
structure and Clickable Figma → semi-functional mockups
usability,
Mid- interactivity; prototypes, Physical: Refined foam/3D
layout, Hours–
Fidelity partially refined basic HTML Low shapes → partial-function
navigation, and days
(Mid-fi) visuals, but not pages, models
feature
fully polished or static mockups. Services: Concierge MVP
priorities.
functional. (manual service delivery)

Working Digital: MVP →


Looks and Testing real
web/mobile MVP, production-ready app
behaves like the user behavior,
High- beta mobile app, Physical: 3D prints or CNC
final product; measuring Days–
Fidelity 3D-printed Higher → functional beta units
can be used in conversion, months
(High-fi) physical product Services: Wizard-of-Oz
realistic validating
with functional MVP (automation simulated
environments. market fit.
parts. by humans)
Types of Prototypes
Type Goal Fidelity When to Use
Initial
Layout, flow, concept
Paper/Wireframe Very low brainstorming,
sketch
rapid ideation

Validating
Look-and-feel
Mock-up (Visual) Low aesthetics,
demonstration
branding elements

Verifying core
Proof of Concept Technical feasibility Variable technology or
principle
Medium to Testing real use-
Functional Demonstrate key functions
high cases, user trials
Final validation,
High-Fidelity Close to final product High
investor demos
Where prototyping fits in the entrepreneurial process
A simplified progression:
1. Idea / discovery —> rapid low-fi prototypes to validate the problem and
customer interest.
2. Validation —> mid-fi prototypes to test key features and user flows.
3. MVP / launch —> high-fi prototypes (an MVP) to measure real behaviour and
traction.
4. Scale & iterate —> improve product, prototypes for new features, A/B tests. This
closely follows the Lean Startup cycle: Build → Measure → Learn.
Step-by-step: How to prototype ?
1. Define the problem you're solving
• Write one sentence: “We help who do what so they can get benefit.”
• Example: “We help busy office workers order lunch quickly so they can eat at their
desks without long lines.”
2. List your key assumptions
• Who is the customer? What do they want? Will they pay? Which feature is
essential?
• Rank assumptions by risk (which, if false, would kill the idea?).
3. Pick one assumption to test (start with the riskiest)
• Example: “Office workers will pay $8 for delivery within 30 minutes.”
4. Choose prototype fidelity & type
• For testing willingness to pay: landing page with pricing + pre-order button (mid-
fi) or manual concierge sale.
• For testing usability: clickable mockups.
• For hardware feasibility: quick foam/cardboard to test size and ergonomics.
5. Define success criteria (metrics)
• What will prove or disprove the assumption?
• E.g., 50 sign-ups in 2 weeks, or 70% task success in usability test.
• Keep criteria measurable and specific.
6. Build the prototype fast
• Use ready-made tools (see Tools section). Keep scope small.
7. Recruit people to test
• Ask friends, join local groups, or use platforms like Facebook, LinkedIn, or
community forums. For early usability, 5–8 users will reveal most major issues.
8. Test and observe
• Give simple tasks and watch what people do. Ask open questions after they try it.
9. Analyze results and decide
• Use what you learned to iterate, pivot, or stop. Document the learning.
10. Repeat
• Each round of prototyping should reduce uncertainty and move you closer to an
MVP.
PROTOTYPING METHODS & WORKFLOWS
1. Physical Prototyping
• 3D Printing (Additive Manufacturing)
• How: CAD → export STL → slice → print (FDM/SLA).
• Tools: Ultimaker, Creality machines; software: Cura, PrusaSlicer.
• Example: Chennai makerspace “ProtoLAB” offers FDM printing for student
projects.
• CNC Machining & Laser Cutting
• Useful for: Stronger materials (metals, acrylic).
• Workflow: CAD → CAM programming → toolpath → cut/engrave.
• Hand‐made Models
• Foam core, cardboard, clay for quick shape testing.
2. Digital Prototyping
• UI/UX Wireframes & Clickable Demos
• Tools: Figma, Adobe XD, Sketch.
• Workflow: Sketch screens → add flow links → share for feedback.
• Example: A Chennai‐based hostel‐booking app team used Figma to refine UI
before coding.
• Simulation & Virtual Testing
• Tools: MATLAB/Simulink for control systems; ANSYS for FEM analysis.
• Benefit: Test virtual performance before hardware build.
3. Electronics & Embedded Prototyping
• Breadboard & Arduino/Raspberry Pi
• Components: Sensors (ultrasonic, IR), actuators (motors, LEDs).
• Workflow: Circuit design → breadboard wiring → upload sketch → test.
• Example: Smart dustbin prototype at PSG Tech used Arduino + ultrasonic
sensor to automate lid opening.
• PCB Design & Fabrication
• Tools: Eagle, KiCad; services: PCBWay, local shops in T-Nagar.
• When: After breadboard proof‐of‐concept, for compact, reliable electronics.

4. Service & Process Prototyping:


• Role-Playing & Story boarding Map
• customer journey on paper or in small group enactments.
• Wizard-of-Oz
• Fake backend (humans in loop) to simulate sophisticated features (e.g.,
chatbots).
TOOLS & MATERIALS :
1. Paper / Low-fi: sketchbook, index cards, Sharpies, sticky notes.
2. Design & clickable prototypes (digital):
• Figma (free tier) — for designing and making clickable prototypes.
• Adobe XD, Marvel, InVision — alternatives.
3. No-code / trading-off real product:
• Bubble, Glide, Webflow — build functioning web apps without coding.
• Zapier / [Link] — glue services together for automation.
4. User testing & feedback:
• Zoom / Google Meet for remote sessions.
• Lookback, Hotjar, or simple screen-record tools for observing users.
• Typeform, Google Forms for surveys.
5. Hardware prototyping:
• Cardboard, foam-core, clay, 3D printers, Arduino or Raspberry Pi for electronics.
• Local makerspace or rapid prototyping shop for tools and advice.
6. Quick demo stacks:
• Landing page: Carrd or Webflow + Stripe checkout or payment form.
• Mock e-commerce checkout: Shopify free trial or a simple Google Form + payment link.
Tools & Techniques

Category Examples Use Case


SolidWorks, AutoCAD,
CAD Mechanical parts, assemblies
Fusion 360
Ultimaker Cura,
3D Print Rapid physical models
PrusaSlicer, TinkerCAD
Figma, Balsamiq, Adobe
Wireframing App/web interface designs
XD
Arduino IDE, PlatformIO, Embedded systems, PCB
Electronics
KiCad, Proteus design
ANSYS, COMSOL, Structural, thermal, control-
Simulation
MATLAB/Simulink system analysis
Tracking iterations, feedback
Project Management Trello, Asana, Jira
cycles
Google Forms, Typeform,
Feedback Gathering Structured user feedback
in-person interviews
How to test your prototype (methods & metrics)?
1. Qualitative methods (what people say + reveal insights):
• Usability testing: give users tasks and watch how they perform.
• Interviews: ask open questions to understand needs and motivations.
• Diary studies: users log their activity over time.
2. Quantitative methods (numbers that measure behavior):
• Conversion rate (e.g., percentage who sign up from landing page visitors).
• Task success rate (percent able to complete a task in testing).
• Time on task (how long it took to finish a task).
• Retention / repeat use (do people come back?
3. How many users to test?
• For early usability problems: 5–8 users find most issues.
• For convincing quantitative signals: you’ll need more (hundreds-to-thousands
depending on metric and variance).
4. Good test session structure (30–60 minutes):
1. Quick intro and consent (2–3 mins).
2. Background questions (5 mins).
3. Task-based testing (15–25 mins).
4. Follow-up interview & impressions (10–20 mins).
5. Example test script (short):
• Task: “Pretend you need lunch at 12:15. Show me how you’d order using this
flow.”
• Probe: "What was confusing? What would make this faster or better?"
Importance of Prototyping in the Entrepreneurial Process
1. Risk Mitigation & Cost Savings
• Detect design flaws, manufacturing challenges, or usability problems early.
• Example: A Chennai student team 3D‐printed a new auto‐part bracket;
discovered fit issues before ordering costly machined parts.
2. Faster Learning & Iteration
• Each build–test cycle uncovers user needs or technical gaps.
• “Fail fast, learn faster” reduces development time.
3. Customer & Stakeholder Engagement
• Tangible demos (physical models, clickable apps) make pitches persuasive to
investors or grant committees (e.g., IIT Madras entrepreneurship cell).
4. Clarifying Requirements
• Helps teams align on form, function, and user experience before committing
resources.
5. Building Team Momentum
• A working prototype—however crude—energizes the team with a sense of
progress.
The Iteration Process: Step by Step
1. Define Objectives
• What question are you answering?
• E.g., “Will users find the helmet‐alert system intuitive?”
2. Select Prototype Type & Tools
• Choose fidelity appropriate to the question (e.g., paper sketch vs.
functional model).
3. Build Minimum Viable Prototype (MVP)
• Only include features needed to answer your test question.
4. Test with Real Users
• In Chennai context: conduct trials at campus, local workshops, or mall
footfalls.
5. Collect & Analyze Feedback
• Use surveys, observation, task‐completion rates.
• Identify what confuses users or fails technically.
6. Prioritize Improvements
• Use MoSCoW: Must-have, Should-have, Could-have, Won’t-have.
7. Refine & Rebuild
• Apply changes; aim for small, incremental improvements.
8. Repeat Until Satisfied
• Continue cycles until core functionality is robust and user feedback is
positive
Key Techniques
1. Rapid Prototyping: Minimize cycle time—build something testable in hours, not
weeks.
2. Iterative Design Cycle: Build → Test → Learn → Refine → (repeat).
3. Lean UX: Prioritize assumptions: test riskiest parts first.
4. A/B Testing: Compare two variants to choose better UI or feature.

You might also like