Lecture 3B – Prototypes

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    06-Sep-2014

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THE OBJECTIVES OF LECTURE AND ASSESSMENT TASK 3B are: To identify the different methods used to develop prototypes To build the final design solution To ensure that the advertisement meets the requirements defined in the plan To check that all the elements enhance and unify to attract the audience To identify any legal or ethnical requirements

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  • DESIGN FOR PRODUCTION SANGEETA JAIN
  • ABOUT LECTURE 3 Lecture 3 is divided in 3 parts: 1. Creation it is all about the search for new ideas. We will look at the techniques for generating ideas, selecting the best solution that caters to the problem statement and illustrating them as sketches. 2. Prototyping in this section we will see the ways and means of transforming concepts into tangible works of art. In the real world this step involves getting the clients final approval. 3. Production this is the last part of the process and also the one that takes the design to the target audience through magazines, newspapers, packaging, TV commercials, an app etc. As consumers this is what we see and use each and every day.
  • LECTURE 3 PART 2 PROTOTYPING
  • WHAT IS PROTOTYPING? Research and Analysis = defining the problem Planning = seeking insight Creation = choosing the best solution Prototyping = communicating the solution Production = selling the solution
  • WHAT IS PROTOTYPING? The word prototype derives from the Greek prototypon meaning primitive form, neutral of prototypos where protos means first and typos means impression. A prototype is a concrete representation, model or release of a product built to test a concept or process or to act as a thing to be replicated or learned from.
  • Prototypes support creativity. Prototyping helps to experiment with multiple approaches and ideas. Prototypes encourage communication. It facilitates discussion through visuals instead of words and ensures that the designer, client and production team, all get a common understanding of the design solution. Prototypes facilitate early evaluation. Thus it reduces risk and avoids missed requirements, leading to a better design faster. PROTOTYPES
  • SKETCH VS. PROTOTYPE As prototyping progresses through the design cycle, increase the visual resemblance by introducing elements of style, colour, branding and graphics.
  • SKETCH VS. PROTOTYPE As the prototype is refined, replace dummy text with real content to get a feel for how it affects the overall design.
  • SKETCH VS. PROTOTYPE Adding interactivity in subsequent iterations increases functional resemblance and allows the prototype to be used for usability testing and training and communications.
  • LOW FIDELITY PROTOTYPE
  • MEDIUM FIDELITY PROTOTYPE
  • HIGH FIDELITY PROTOTYPE
  • PROTOTYPING Prototypes range from rough paper sketches to interactive simulations that look and function like the final product. Prototypes serve different purposes and thus take different forms. Given below are some ways and means to create prototypes
  • FOR TV ADVERTISEMENTS CREATE A STORYBOARD
  • FOR PACKAGING CREATE A MOCK-UP
  • FOR POSTERS/MAGAZINES CREATE A LAYOUT
  • FOR EXHIBITION BOOTH BUILD A MODEL IN 3D OR PHOTOSHOP
  • PROTOTYPING Any other to suit the media you have identified
  • Prototypes are also known as final visuals in field of Graphic Design.
  • ASSESSMENT TASK 3B PROTOTYPING THIS IS AN INDIVIDUAL ASSIGNMENT
  • Show the prototypes to your instructor and get a feedback/approval. Upload them as a single PDF file in the Assessment Task 3B folder under SUBMISSIONS. Minimum 2 prototypes for each of the 3 medias selected. Due Date: END of week 10 Sunday 13th September 2014 ASSESSMENT TASK 3B
  • NEXT Research and Analysis = Lecture 1 Task 1 Planning = Lecture 2 Task 2 Creation = Lecture 3 Part 1 Task 3A Prototyping = Lecture 3 Part 2 Task 3B Production = Lecture 3 Part 3 Task 3C