Build & Run Quick Prototypes

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Prototypes are small, scrappy ways to build new ideas, so that you can learn quickly before investing a lot of resources.

Instructions

The point of a prototype is to learn. If you have an idea, before you put in the time, labor, money, and effort of building it out fully, try out small, inexpensive versions to get early feedback from students, so that you can adjust while things are still easy to change. Remember that prototypes are meant only to convey an idea, not be perfect. Keep them scrappy, but make them something students can react to. It’s much easier to give feedback on something you can experience in some way than it is on an abstract concept or idea. How can you bring your idea to life such that students can see how it might be real?

Time considerations: From a day to a few days to a few weeks depending on what you’re prototyping and how many rounds you do

Materials Needed: Pens, paper, supplies required for the prototype you are testing

Participants: Students as well as a supportive teacher or club leader


Step One

Pick an idea you want to prototype. Then, identify what you want to learn from prototyping. 

For example

  • Maybe you have an idea for creating a grab-and-go station outside of the cafeteria, where kids can quickly grab burritos and sandwiches without having to go into the cafeteria to wait in line. Some things you might be trying to learn are: Do kids want to grab food quickly? Where on campus could be a good place to put this? What type of foods would be best served at this type of station?

If what you are looking to do is a taste test, see Survey Says… and Reflect Diversity for tips and tricks.

Step Two

Decide how to prototype. You can prototype ideas in all sorts of ways: you can draw out a scene-by-scene story of your idea, you can role play the service or experience, or you can build a mini version out of materials you have lying around. The goal is to make something tangible that is good enough to get your idea across.

For example

  • Maybe you find a few folding tables and place them in different areas of campus, and print signs for them that say “grab and go food.” Get a few pre-made food items to stock as tests, to see what kids are excited about. Try printing out a fake menu with additional options.

Step Three

Try out your prototype and collect feedback. Have students experience, test out, or react to what you’ve built. Ask them for input on what they would change, and what else they might try. 

For example

  • When kids come up to your make-shift stations, ask them what they’d be most excited about from the menu. Tally how many kids go to the different tables, to get a sense for which areas might be more popular. Take note of when during lunch or snack times students show up.

Step Four

Reflect after every round of testing to record what went well, what is not working, and any ideas you have about what might need to change.  Be clear with students that you are testing out an idea and that they shouldn’t expect their prototype to be implemented right away or permanently. Rather you’ll be testing these ideas to see which ones are feasible and get positive feedback from a larger group of students. This will help set expectations with the students who participate.


Need help downloading and using the tools? Visit our how-to guide.

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