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APDD
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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.

  1. Step 1

    Frame the challenge

    An open question that invites ideas.

    How it’s used

    A technique for turning a problem or an insight into an open, optimistic question that invites ideas: “How might we…?”

    How it’s done

    1. You start from an insight or a specific problem.
    2. You reframe it as a question neither too broad nor too narrow.
    3. 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…?”).
    Full entry, with sources
  2. Step 2

    Ideate

    Generate alternatives before choosing.

    How it’s used

    A group session to generate many ideas about a problem, leaving judgment for later.

    How it’s done

    1. Frame the problem as a specific question.
    2. Suggest ideas without criticizing them.
    3. 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.
    Full entry, with sources
    How it’s used

    Brainstorming 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

    1. Hand out the sheets with the problem written at the top.
    2. Write three ideas in five minutes.
    3. 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.
    Full entry, with sources
    How it’s used

    Fold a sheet into eight panels and draw a variation of an idea in each one, at one minute per sketch.

    How it’s done

    1. Fold the sheet into eight panels.
    2. Sketch one variation per minute.
    3. Choose the best one to develop.
    Output
    Eight sketched variations of an idea
    Avoid
    Spending the time drawing well.
    Full entry, with sources
    How it’s used

    A 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

    1. Choose what to transform: a product, a service, a step.
    2. Go through the seven questions: what do I substitute, what do I combine, what do I remove…?
    3. Choose the ideas worth testing.
    Output
    Variations of something that already exists, one per question
    Avoid
    Filling in the seven letters as a formality.
    Full entry, with sources
    How it’s used

    A 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

    1. Write the topic in the center.
    2. Open branches with the main ideas.
    3. 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.
    Full entry, with sources
  3. Step 3

    Choose

    Keep the idea that is worth developing.

    How it’s used

    Each 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

    1. Display all the options in view.
    2. Vote with a few dots, in silence.
    3. 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.
    Full entry, with sources
    How it’s used

    Three 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

    1. Assess each idea against the three criteria.
    2. Spot which of the three raises the most doubts.
    3. Test that doubt first, with a prototype or with data.
    Avoid
    Using it as a quick vote, without data.
    Full entry, with sources
    How it’s used

    A 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

    1. Set out the topic and the order of the hats.
    2. Think together wearing the same hat, and switch when it’s time.
    3. 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”).
    Full entry, with sources
  4. Step 4

    Sketch

    Think with your hands, fast and rough.

    How it’s used

    Drawing ideas in a quick, cheap and open way to explore many of them and discuss them before committing to one.

    How it’s done

    1. Draw several ideas by hand.
    2. Show them and listen.
    3. 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.
    Full entry, with sources
    How it’s used

    A sequence of panels that shows a person using a product or a service in context, step by step.

    How it’s done

    1. Choose the situation and the person.
    2. Draw the steps in a few panels.
    3. Share it and gather feedback.
    Output
    A sequence of panels showing use, step by step
    Avoid
    Drawing only screens instead of the situation.
    Full entry, with sources
  5. Step 5

    Build

    The minimum needed to learn something: a mock-up, a model, a simulation.

    How it’s used

    Building 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

    1. Choose the question: whether it works for people, how it looks or whether it can be built.
    2. Build the minimum that answers it: paper, cardboard, mock-up, wireframe or code.
    3. 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.
    Full entry, with sources
    How it’s used

    A 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

    1. Set up the space and the characters on the table.
    2. Walk through the service step by step, out loud.
    3. 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.
    Full entry, with sources
    How it’s used

    Ideating 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

    1. Go to the place or recreate a similar one.
    2. Act out the situation and the ideas.
    3. 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.
    Full entry, with sources
  6. Step 6

    Test

    See what happens when someone uses it, walks through it, or looks at it.

    How it’s used

    A 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

    1. Prepare realistic tasks, without saying how to do them.
    2. Observe each person as they try and think aloud.
    3. 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.
    Full entry, with sources
    How it’s used

    The 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

    1. Prepare the scene and the roles.
    2. Act out the situation with the imagined object.
    3. 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.
    Full entry, with sources
    How it’s used

    A short set of rules, drawn from research and the project's values, that guide design decisions so they are consistent.

    How it’s done

    1. They are drawn from insights and from the project's values.
    2. Write only a few, clear and easy to apply.
    3. They are used to decide and to review the work.
    Avoid
    Writing principles so general that anyone would agree (“be easy to use”).
    Full entry, with sources