Prototyping

From ElateWiki


Before the heavy investment of resources and talent into building digital learning objects, content experts and instructional designers often collaborate around a prototype. Prototyping is an early step in the design process (Lim. Stolterman, & Tenenberg, July 2008, p. 7:2).

A prototype is an original model of the learning object, which may be a slide show, a video, a small simulation, an audio clip, a module, a case study, a game, or some other digital object. These should be functional or executable; they should model the functions of the conceptualized digital product (or deliverable).

Prototypes are built off of pedagogical plans (including storyboards) to tailor the learning to the audience and to achieve defined learning objectives and outcomes. They are fully functioning, and they may be tested with the development team, potential learners (possibly in a kind of "participatory design", and even against machine-testing (for accessibility, for technological performance). These are used as part of the planning and development process of creating digital learning objects and modules.

A prototype that is "economical" is one that "makes the possibilities and limitations of a design idea visible and measureable" (sic) in the simplest way ((Lim. Stolterman, & Tenenberg, July 2008, p. 7:3). These are sometimes called "throwaway" prototypes. These are only partially functional but will capture main concepts.

A "high fidelity" or "evolutionary" prototype is built very closely to the final output and may offer a fair amount of detail. A "low fidelity" prototype may predict general workings and dynamics of the learning object, and much less about the final deliverable.

Some prototypes are "iterative," and these go through various cycles of fine-tuning and development based on user feedback and developer observations.

Contents

The Learning Design

A prototype may reveal helpful information about the pedagogical and multimedia design. Experiential prototyping walks a learner through the learning experience. A paper prototype models the learning in more of a theoretical way. A key question focuses on how effective the learning may be for the defined target group of learners.

Digital Content Playability

How digital objects perform in various circumstances--on websites, in learning / course management systems, as stand-alone objects--may also be tested in a prototype. Learning objects need to be portable and transferable for "re-usability," so this is an important aspect. Digital contents have to be deliverable on various browsers, platforms, and computer operating systems.

Aesthetics and Style

Digital learning objects also involve branding and aesthetics. These combine visuals and text for clear messages about the sponsoring organizations and the learning contents. A prototype may show how well these elements coalesce and align for a unified look-and-feel and learner experience.

Cost Savings

Prototyping is done to save on development costs and to head off potential problems in the design and execution. The imagery used is often placeholder imagery. The writing itself may be draft-level instead of fully polished. Work flow processes may be re-designed for smoother production of follow-on learning objects. New decisions may be made about the pedagogical plans.

Origins of "Prototyping"

Prototypes have been used in engineering fields for many years, and for the past several decades, applied to software development. Recently, some of these practices have entered the lexicon and practices of instructional design.

See Also

A Broader Definition of Prototyping: http://en.wikipedia.org/wiki/Prototype

References

Lim, Y-K., Stolterman, E., & Tenenberg, J. (2008). The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas. ACM: 15(2). 7:2 - 7:3.