Assignment title: Information
Preparing for the Individual Portfolio – Task 3.
In response to some queries raised yesterday I have prepared the following
notes that may be of use to you and your team as you finalise Task 3 of your
portfolio.
Note: A very important thing to keep in mind is that this is an individual task.
Each of you is required to complete and test a prototype on an aspect of your
team’s business idea.
Remember, however, that it is based on your team’s business idea; you need
to be meeting regularly with your team to settle on a POV about the problem
and a working idea that you are happy to proceed to develop individual
prototypes for.
I have arranged the following notes to relate to the week 5 tutorials (please refer
to these slides for additional information).
Instructions provided on UTS Online (Student Guide)
Key issues to keep in mind:
• You will need to settle on an idea with your teammates before
commencing.
• After you’ve settled on an idea I would suggest agreeing as a team on
what aspects of that idea need to be tested with consumers. It’s ok if
multiple students are developing their own individual prototypes to test
the same idea.
• Once you have developed your prototype all you have to do is photograph
it or otherwise insert it into your word document.• You then have to test your prototype with one potential user of the
product/ service and write up the insights you have gained.
• This is not an essay (the simplest way to set the assessment out is just to
arrange it under the 3 headings above)
• You are not required to reference any academic literature for this
assignment.
Marking Rubric (This is also on UTS Online)
How to go about the task
Aim? To develop individual prototypes of your team’s business idea with a view
to testing aspects of your business idea with potential real world users.
Who is a real world user for our team’s product/ service? (Whom should I test
with?) This is a very important question. In the week 5 lectures I have been
encouraging you to think about the job to be done for your consumer group. This
is not to discount the idea that there is a correlation between particular market
segments and purchase intent, but rather to ask you to think about what
practical task your consumer group is actually trying to complete (see week 5
readings). Why do they need your product/ service?
This brings us to the POV statement you have all been developing in your teams
in the week 5 tutorials. POV statements, as I indicated in the lectures are
actionable statements linking a precise user group to a very specific set of needs
(these needs are the result of the task they are trying to complete) and an
explanation of why those needs exist.A simple example of a POV statement (please don’t use this one)
Distance education students need access to real time computer support because the
university uses computer programs that are not used commercially or at other
universities.
Once your POV statement is settled on, you then need to brainstorm for ideas on
HMW (How Might We) statements or ideas to address that consumer need.
Detailed instructions are provided on ideation in your tutorial notes. When you
are brainstorming ideas remember to think about the following issues:
• What is the job our idea for a product or service will help the user
complete?
• What pains and gains (Value Proposition Canvas – Week 5) will our idea
minimise and enhance?
As you’ve seen in the week five tutorials, ideation works best it it’s:
• Collaborative and participatory. No idea is off limits, while you might later
show that an idea is not feasible or viable, proposing the idea may get
your team thinking in new directions.
You need to
agree on a POV
statement with
your teammates
It is vital that your team agrees on an idea
before prototyping.
If you don’t agree on an idea everyone will be
prototyping different things and the team will be
wasting time as you move towards the end of
semester presentations
Remember though that your idea can evolve
(or potentially change altogether as a result of
testing your prototypesWhat it the purpose of prototyping? The purpose of prototyping your idea is to
ask questions about it. What hypotheses are you making on its usability for real
consumers? Will people actually think your idea is helping them to do their daily
jobs better? Are you really providing a solution to the problem?
Is it a failure if no one like my prototype when I test it? No absolutely not. The
purpose of prototyping is to test assumptions and figure out why something
doesn’t work. As I said in the lecture, prototype like you’re right, test like you’re
wrong. If people don’t like your idea that’s fine, find out why and take these
insights back to your team.
Regardless of whether your prototype is a model, storyboard, napkin sketch, wall
of post it notes (or anything else) it needs to be something your chosen
consumer can experience and engage with.
Things to keep in mind when building a prototype (Also look at the Week 5
reading from the book Value Proposition Design)
• Don’t be afraid to use basic materials from around the home (lego pieces,
cardboard, aluminium foil, bottle tops and sticky tape work great for
building physical models).
o But hang on isn’t that really basic? The final product would be so
much more sophisticated if we were theoretically to build it. The
answer to that question is yes it is basic. But remember the aim is
not to spend too long on your prototype (if you do you’ll get
invested in it and want to defend it). You want to develop
something tangible people can engage with and then not be afraid
to move on and design a prototype that better meets their needs.
• Remember that your napkin sketch (like the one you did in tutorials) is
designed to illicit feedback. It’s not just about drawing your idea, but
rather is a drawing to allow your user to engage with the idea. Will you
draw the physical look of the overall product? Will you show the user the
customer interface? Etc.
Once we’ve assembled our prototype, how should we test it?
Some general rules of thumb for testing:
• Be absolutely clear in your own mind what the objective of the test is.
• Consider working in pairs with one of your teammates when testing (one
of you can talk to the interviewee, the other teammate can take notes)
• Let your user experience the prototype. Show don’t tell. Put your
prototype in the user’s hands (or your user in the prototype) and give just
the minimum context so they understand what to do. Don’t explain your
thinking or reasoning for your prototype.
• Have them talk through their experience. For example, when appropriate,
as the host, ask “Tell me what you are thinking as you are doing this.”• Actively observe. Watch how they use (and misuse!) what you have given
them. Don’t immediately “correct” what your user tester is doing.
• Follow up with questions. This is important; often this is the most
valuable part of testing. “Show me why this would [not] work for you.”
“Can you tell me more about how this made you feel?” “Why?” Answer
questions with questions (i.e. “well, what do you think that button does”).
Acknowledgement: Dot points above taken from -
https://static1.squarespace.com/static/57c6b79629687fde090a0fdd/t/588
90239db29d6cc6c3338f7/1485374014340/METHODCARDS-v3-slim.pdf
This source, which is produced by the Stanford D-School contains some great
insights on the whole design thinking process and is well worth a read.
Good luck with the prototyping, we look forward to seeing the outcomes of your
creative endeavours in the week 7 tutorials. Remember to bring your prototype
or a photograph of it to the week 7 classes.
Hope you all have a great Easter break.
Regards
Steve