After having read this, I had no idea of the process that goes into Experience Prototyping. It was rather educational for me, up until now the only type of “experience prototyping” I’ve been exposed to are focus groups determining what packaging design appeals to a regular consumer.
I have never come across such an elaborate process and the different types of carrying out the study and how designers need to have a common vision when they collaborate (for a better common point of view). That there needs to be a thorough research to represent any medium when it comes to design and prototyping. It’s all about the experience of these design prototypes that can either make or break the success of a product. And it all boils down the a subject’s experience derived from the prototype.
I even like how they broke down the meaning of “experience”. That it’s about the “look and feel” after being exposed to a prototype…. And also “quality of people’s experience changes over time as it is influenced by variations in these multiple contextual factors” meaning social circumstances, time pressures, environmental conditions, etc…
I enjoyed reading the different types of Experience Prototyping (The Patient Experience, The ROV Pilot Experience, Role Playing a Train Journey Experience) and Exploring and Evaluating Design Ideas (Controller for an immersive environment, Experiencing an Airplane Interior, TV Channel Changing Experience). It was interesting to see how each design team had to reformat, research and use different techniques in order to find a clear feedback.
And I suppose that’s what it boils down to, in terms of any type of prototyping, there needs to be a CLEAR FEEDBACK. That would be the whole point of it. So whatever the necessary steps that needs to be taken, designers would have to perform it.
What I also learned from this article is that “experience” within itself is subjective.
Therefore evaluating ideas and experiences are tough. It seems like numerous testing would have to be performed and later on determine if it needs to be retested (i.e. ROV Pilot section). And it’s critical to have a clear and precise feedback because that’s the only way designers can plan and persuade an audience that chosen design direction is the best or it’s the correct one.
I hate to sound juvenile at this point, but it looks like there is no one way to skin a cat, but that cat will be skinned either way. Just depends how fast or how clean one would want to do that, but that’s another discussion I’m sure…