Prototyping (Iba and Sakamoto)/OG
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It is not until you make some prototypes that you figure out what you really want to make.
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▼In this context
▼Therefore
Prototyping (Iba and Sakamoto) | |
Contributors | Takashi Iba, Mami Sakamoto |
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Last modification | June 6, 2017 |
Source | Iba & Sakamoto (2011)[1]; Iba (2010)[2] |
Pattern formats | OPR Alexandrian |
Usability | |
Learning domain | |
Stakeholders |
“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.
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.
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
- ↑ 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.
- ↑ Patlet mentioned in Iba, T. (2010). Designing a Pattern Language for Creative Learners.