16 - <strong>TINK</strong> Figure 6. The aim <strong>of</strong> the project, commissioned bi NCR was to design and build a fully working prototype <strong>of</strong> a “kind cashpoint”. Along the process several sketches, both on paper and physical, were iteratively produced before getting to the level <strong>of</strong> refinement <strong>of</strong> the experiential prototype shown in the big picture.
Graduation Assignment - 17 phase. Along the process, through several iterations, the designer moves from ideas to formulating a concept, to refinement <strong>of</strong> that concept, and then detailing and designing the final <strong>product</strong>. Different kinds <strong>of</strong> sketches are used trough the all process: in the beginning <strong>of</strong> the process a lot <strong>of</strong> sketches are done quickly as an explorative technique to support the ideation phase. When the idea develops, tests are conducted to evaluate and improve the design. Several aspects <strong>of</strong> the interaction might be tested separately and integrated together in the next steps. At the end the integration <strong>of</strong> the different component <strong>of</strong> the design (such as materials, aesthetics, interface…) will result in a <strong>product</strong> that will look, feel, and behave very similar to the one that is going to be produced. A sketch with this level <strong>of</strong> detailing is defined a prototype. The sketches done along an iterative design process are not just conventional paper sketch, but they can assume different forms according to the features that have to be understood, experimented, and tested. The sketch might take the shape <strong>of</strong> a clay model, a mechanical contraption, or a website. While the practice <strong>of</strong> <strong>sketching</strong> is fundamental in every design practice, in the field <strong>of</strong> interaction design, <strong>sketching</strong> covers even a more important role. If it is in fact possible to understand the visual aesthetic <strong>of</strong> a juicer from a rendering, it is impossible to experience how that object will feel like and will behave in your hands without a model, a prototype. 1.1.4 Terminology The semantic problem between the use <strong>of</strong> the word “sketch” and “prototype” in the interaction design practice and in theory must be solved in order to avoid misunderstanding along the rest <strong>of</strong> the report. Two useful concepts have been identified to refer to those artefacts that are built along the design process and go beyond the conventional paper sketch but still don’t present the accuracy <strong>of</strong> a prototype. The practice <strong>of</strong> “<strong>sketching</strong> in hardware”, refers to the strong sketchy, almost messy and more designerly connotations, has the benefit <strong>of</strong> emphasizing the material and experimental qualities 5 . On the other hand, “experiential prototyping” highlights that the goal is to design and support the experience and not the prototype (or the built artefact). 5 I will use in the concept <strong>of</strong> “experiential prototype” in the rest <strong>of</strong> the report as it provides more flexibility to describe the spectrum <strong>of</strong> sketchy and less sketchy artefacts produced along the design process to describe physical representation <strong>of</strong> the design developed with the scope <strong>of</strong> testing a part or the entire interaction. Moreover, this term is the one commonly used within the TU Delft design community to describe to this practice.