Prototyping: Professional Terminology
Category 1: Core Concepts & Philosophies
Term | Definition & Context |
Prototype | A preliminary model of a product, built to test a concept, validate functionality, or communicate ideas. |
Prototyping | The process of creating a prototype. A core activity in design thinking and agile development. |
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. |
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. |
Iterative Design | A cyclical design methodology based on prototyping, testing, analyzing, and refining a product. |
Fail Fast, Fail Cheap | A key philosophy of prototyping. The goal is to discover flaws and shortcomings as early and inexpensively as possible. |
Design Validation | Using a prototype to confirm that the product meets the intended design specifications and user needs. |
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.
Term | Definition & Context |
Fidelity | The level of detail and functionality of a prototype. Ranges from Low-Fidelity to High-Fidelity. |
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. |
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. |
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). |
Vertical Prototype | A narrow but deep prototype that implements a single feature or workflow in full detail from start to finish. |
Looks-Like Prototype | A prototype that accurately represents the final product's visual design, form, and aesthetics, but may not be functional. |
Works-Like Prototype | A prototype that functions like the final product (e.g., electronics, mechanics) but may not have the final exterior. |
Feels-Like Prototype | A prototype focused on the user experience (UX), interaction, and ergonomics. |
Category 3: Physical Prototyping Methods & Outputs
Term | Definition & Context |
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. |
Engineering Prototype | A functional prototype built to test technical performance, durability, and manufacturing feasibility. |
Scale Model | A prototype that is a proportional enlargement or reduction of the actual product. |
Mock-up | A often full-scale model used for design, evaluation, or promotion. It may be static or have limited functionality. |
Breadboard | An early-stage electronics prototype, typically on a perforated board, used to test circuit design without soldering. |
Form Factor Model | A prototype built specifically to test the physical dimensions, layout, and ergonomics of a device. |
Category 4: Digital/Software Prototyping
Term | Definition & Context |
Wireframe | A low-fidelity, skeletal outline of a digital interface (website/app), showing the layout of elements and functionality. |
Mock-up | A medium-fidelity static design of a digital product. It incorporates visual design (colors, typography) but is not interactive. |
Interactive Prototype | A clickable simulation of a digital product. It allows users to navigate between screens and experience the flow. |
Digital Twin | A virtual model of a physical product or process, used for simulation, analysis, and control. |
Category 5: Modern Manufacturing Methods for Prototyping
Term | Definition & Context |
Additive Manufacturing (AM) | The formal term for 3D printing. Building parts layer-by-layer from digital models. |
3D Printing | The common term for Additive Manufacturing. Ideal for rapid iteration of complex geometries. |
Fused Deposition Modeling (FDM) | A common 3D printing process that uses a continuous filament of thermoplastic material. |
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. |
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. |
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. |
CNC Machining | Computer Numerical Control machining. A subtractive process ideal for creating high-strength, precise prototypes from real engineering materials (metals, plastics). |
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). |
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
Term | Definition & Context |
Iteration | A single cycle of the design process: prototype -> test -> learn -> refine. |
Design for Manufacturability (DFM) | The practice of designing parts to simplify the manufacturing process, reducing cost and increasing quality. Prototyping is key to DFM. |
Usability Testing | Observing users as they interact with a prototype to identify points of confusion and areas for improvement. |
Feedback Loop | The process of gathering feedback on a prototype and using it to inform the next iteration. |
A/B Testing | Comparing two versions of a design (A and B) with users to see which one performs better against a defined goal. |
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