Prototyping: Professional Terminology
Category 1: Core Concepts & Philosophies
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Term |
Definition & Context |
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Prototype |
A preliminary model of a product, built to test a concept, validate functionality, or communicate ideas. |
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Prototyping |
The process of creating a prototype. A core activity in design thinking and agile development. |
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Proof of Concept (PoC) |
A prototype built solely to verify that a certain concept or theory has the potential to be used. Focuses on core functionality, not form. |
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Minimum Viable Product (MVP) |
A prototype with just enough features to satisfy early customers and provide feedback for future product development. It tests the product’s value in the market. |
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Iterative Design |
A cyclical design methodology based on prototyping, testing, analyzing, and refining a product. |
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Fail Fast, Fail Cheap |
A key philosophy of prototyping. The goal is to discover flaws and shortcomings as early and inexpensively as possible. |
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Design Validation |
Using a prototype to confirm that the product meets the intended design specifications and user needs. |
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User Testing |
The process of having end-users interact with a prototype to identify usability issues and gather feedback. |
Category 2: Fidelity & Purpose
These terms describe the detail level and primary goal of a prototype.
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Term |
Definition & Context |
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Fidelity |
The level of detail and functionality of a prototype. Ranges from Low-Fidelity to High-Fidelity. |
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Low-Fidelity (Lo-Fi) Prototype |
A simple, abstract, and quick-to-make prototype. Used to explore concepts, test flow, and layout without distraction. Examples: Sketches, wireframes, paper prototypes. |
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High-Fidelity (Hi-Fi) Prototype |
A prototype that closely resembles the final product in look, feel, and interaction. Used for detailed usability testing and final design validation. |
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Horizontal Prototype |
A broad but shallow prototype that shows a wide range of features but with little detail (e.g., a mockup of an entire website’s top-level navigation). |
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Vertical Prototype |
A narrow but deep prototype that implements a single feature or workflow in full detail from start to finish. |
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Looks-Like Prototype |
A prototype that accurately represents the final product’s visual design, form, and aesthetics, but may not be functional. |
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Works-Like Prototype |
A prototype that functions like the final product (e.g., electronics, mechanics) but may not have the final exterior. |
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Feels-Like Prototype |
A prototype focused on the user experience (UX), interaction, and ergonomics. |
Category 3: Physical Prototyping Methods & Outputs
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Term |
Definition & Context |
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Appearance Model |
A high-fidelity, non-functional model created to represent the final product’s exact size, shape, color, and texture. Used for marketing and approval. |
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Engineering Prototype |
A functional prototype built to test technical performance, durability, and manufacturing feasibility. |
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Scale Model |
A prototype that is a proportional enlargement or reduction of the actual product. |
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Mock-up |
A often full-scale model used for design, evaluation, or promotion. It may be static or have limited functionality. |
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Breadboard |
An early-stage electronics prototype, typically on a perforated board, used to test circuit design without soldering. |
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Form Factor Model |
A prototype built specifically to test the physical dimensions, layout, and ergonomics of a device. |
Category 4: Digital/Software Prototyping
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Term |
Definition & Context |
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Wireframe |
A low-fidelity, skeletal outline of a digital interface (website/app), showing the layout of elements and functionality. |
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Mock-up |
A medium-fidelity static design of a digital product. It incorporates visual design (colors, typography) but is not interactive. |
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Interactive Prototype |
A clickable simulation of a digital product. It allows users to navigate between screens and experience the flow. |
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Digital Twin |
A virtual model of a physical product or process, used for simulation, analysis, and control. |
Category 5: Modern Manufacturing Methods for Prototyping
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Term |
Definition & Context |
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Additive Manufacturing (AM) |
The formal term for 3D printing. Building parts layer-by-layer from digital models. |
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3D Printing |
The common term for Additive Manufacturing. Ideal for rapid iteration of complex geometries. |
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Fused Deposition Modeling (FDM) |
A common 3D printing process that uses a continuous filament of thermoplastic material. |
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Stereolithography (SLA) |
A 3D printing process that uses a laser to cure liquid resin into hardened plastic. Known for high detail and smooth surface finish. |
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Selective Laser Sintering (SLS) |
A 3D printing process that uses a laser to sinter powdered material (typically nylon). Known for creating strong, functional parts without support structures. |
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Subtractive Manufacturing |
The opposite of additive; starting with a solid block of material and removing material (e.g., milling, cutting, turning) to create a part. |
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CNC Machining |
Computer Numerical Control machining. A subtractive process ideal for creating high-strength, precise prototypes from real engineering materials (metals, plastics). |
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Rapid Tooling |
Methods to create molds quickly for short-run production of prototypes in the final material (e.g., Urethane Casting, 3D-printed mold inserts). |
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Vacuum Casting |
A process where a silicone mold is made from a master pattern (often 3D printed) and used to cast multiple copies of a part in polyurethane resin. |
Category 6: The Prototyping Workflow & Evaluation
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Term |
Definition & Context |
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Iteration |
A single cycle of the design process: prototype -> test -> learn -> refine. |
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Design for Manufacturability (DFM) |
The practice of designing parts to simplify the manufacturing process, reducing cost and increasing quality. Prototyping is key to DFM. |
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Usability Testing |
Observing users as they interact with a prototype to identify points of confusion and areas for improvement. |
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Feedback Loop |
The process of gathering feedback on a prototype and using it to inform the next iteration. |
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A/B Testing |
Comparing two versions of a design (A and B) with users to see which one performs better against a defined goal. |