From idea to prototype
To go from a challenge to something concrete you can test: an object, a space, a graphic piece, a service, or a screen. In each step, choose one or more entries; open “How it’s used” to decide without leaving this page.
Step 1
Frame the challenge
An open question that invites ideas.
How it’s used
Full entry, with sourcesA technique for turning a problem or an insight into an open, optimistic question that invites ideas: “How might we…?”
How it’s done
- You start from an insight or a specific problem.
- You reframe it as a question neither too broad nor too narrow.
- You use it as the starting point for ideation.
- Output
- Open questions that invite ideas
- Avoid
- Putting the solution inside the question (“How might we build an app that…?”).
Step 2
Ideate
Generate alternatives before choosing.
How it’s used
Full entry, with sourcesA group session to generate many ideas about a problem, leaving judgment for later.
How it’s done
- Frame the problem as a specific question.
- Suggest ideas without criticizing them.
- Group and choose once no more ideas come.
- Output
- A long list of ideas about a problem
- Avoid
- Letting the most senior person speak first.
How it’s used
Full entry, with sourcesBrainstorming in writing: six people write three ideas in five minutes and pass the sheet on so the next person can build on them.
How it’s done
- Hand out the sheets with the problem written at the top.
- Write three ideas in five minutes.
- Pass the sheet and continue someone else’s ideas.
- Output
- Sheets of written ideas that build on one another
- Avoid
- Voting without having read all the sheets.
How it’s used
Full entry, with sourcesFold a sheet into eight panels and draw a variation of an idea in each one, at one minute per sketch.
How it’s done
- Fold the sheet into eight panels.
- Sketch one variation per minute.
- Choose the best one to develop.
- Output
- Eight sketched variations of an idea
- Avoid
- Spending the time drawing well.
How it’s used
Full entry, with sourcesA list of seven questions for generating ideas from something that already exists: substitute, combine, adapt, modify, put to another use, eliminate, and rearrange.
How it’s done
- Choose what to transform: a product, a service, a step.
- Go through the seven questions: what do I substitute, what do I combine, what do I remove…?
- Choose the ideas worth testing.
- Output
- Variations of something that already exists, one per question
- Avoid
- Filling in the seven letters as a formality.
How it’s used
Full entry, with sourcesA diagram that starts from a central topic and opens it up into branches of related ideas, from the general to the specific.
How it’s done
- Write the topic in the center.
- Open branches with the main ideas.
- Keep opening ideas from each branch.
- Output
- A diagram of ideas branching out from a central topic
- Avoid
- Confusing it with an affinity diagram: here the branches grow from a topic, not from the data.
Step 3
Choose
Keep the idea that is worth developing.
How it’s used
Full entry, with sourcesEach person spreads a limited number of dots (stickers or marks) among the displayed options; those with the most dots move on to the next phase.
How it’s done
- Display all the options in view.
- Vote with a few dots, in silence.
- Count and discuss the most voted ones.
- Output
- A selection of ideas ranked by support
- Avoid
- Voting in turns and in full view, because the first dots sway everyone else.
How it’s used
Full entry, with sourcesThree criteria an idea must balance: it meets what people need and want, it can be built with the available means, and the organization can sustain it.
How it works
- Assess each idea against the three criteria.
- Spot which of the three raises the most doubts.
- Test that doubt first, with a prototype or with data.
- Avoid
- Using it as a quick vote, without data.
How it’s used
Full entry, with sourcesA way of running a group discussion: everyone adopts the same mode of thinking at once, represented by a colored hat, and they switch it as they go.
How it’s done
- Set out the topic and the order of the hats.
- Think together wearing the same hat, and switch when it’s time.
- Conclude with blue: what is decided.
- Output
- An orderly discussion that looks at a topic through several ways of thinking
- Avoid
- Using the hats to label people (“you are the black hat”).
Step 4
Sketch
Think with your hands, fast and rough.
How it’s used
Full entry, with sourcesDrawing ideas in a quick, cheap and open way to explore many of them and discuss them before committing to one.
How it’s done
- Draw several ideas by hand.
- Show them and listen.
- Choose which one moves on to a prototype.
- Output
- Many quick sketches of ideas to compare and discuss
- Avoid
- Polishing in a digital tool before you have several ideas.
How it’s used
Full entry, with sourcesA sequence of panels that shows a person using a product or a service in context, step by step.
How it’s done
- Choose the situation and the person.
- Draw the steps in a few panels.
- Share it and gather feedback.
- Output
- A sequence of panels showing use, step by step
- Avoid
- Drawing only screens instead of the situation.
Step 5
Build
The minimum needed to learn something: a mock-up, a model, a simulation.
How it’s used
Full entry, with sourcesBuilding quick, incomplete versions of an idea, from a paper sketch or a cardboard mock-up to something that works, to answer a design question before developing the idea.
How it’s done
- Choose the question: whether it works for people, how it looks or whether it can be built.
- Build the minimum that answers it: paper, cardboard, mock-up, wireframe or code.
- Test it and decide what to change.
- Output
- Prototypes, from a sketch to something that works
- Avoid
- Polishing the look when you don't yet know if the idea works.
How it’s used
Full entry, with sourcesA scale prototype, made with cardboard, building pieces, or figures, on which the team moves the characters step by step to rehearse a service from start to finish.
How it’s done
- Set up the space and the characters on the table.
- Walk through the service step by step, out loud.
- Note questions and failures, change things, and play again.
- Output
- A model of the service and a list of changes
- Avoid
- Polishing the model: it takes time away from playing.
How it’s used
Full entry, with sourcesIdeating in the real place, or a similar one, and acting out the situations and ideas there with your body, instead of imagining them from a meeting room.
How it’s done
- Go to the place or recreate a similar one.
- Act out the situation and the ideas.
- Note what works and what doesn’t.
- Output
- Ideas tried out physically in the real place
- Avoid
- Doing it without research data: you would be acting out your assumptions.
Step 6
Test
See what happens when someone uses it, walks through it, or looks at it.
How it’s used
Full entry, with sourcesA method in which real people try to do specific tasks with a product while being observed, to find out where they get stuck and why.
How it’s done
- Prepare realistic tasks, without saying how to do them.
- Observe each person as they try and think aloud.
- Note where they get stuck and decide what to fix first.
- Output
- A list of usability problems, with where they appear and why
- Avoid
- Asking “do you like it?”: measure what people do, not what they think.
How it’s used
Full entry, with sourcesThe team, and sometimes users, act out a situation with simple or cardboard objects to imagine how a product or service would work.
How it’s done
- Prepare the scene and the roles.
- Act out the situation with the imagined object.
- Discuss what worked and what didn't.
- Output
- Acted-out situations that show how an idea would work
- Avoid
- Turning it into theater without a design question.
How it’s used
Full entry, with sourcesA short set of rules, drawn from research and the project's values, that guide design decisions so they are consistent.
How it’s done
- They are drawn from insights and from the project's values.
- Write only a few, clear and easy to apply.
- They are used to decide and to review the work.
- Avoid
- Writing principles so general that anyone would agree (“be easy to use”).