Design Thinking - Module 4 - Prototyping and Testing Strategies - Dr. Rohan Dasgupta

rohandasgupta 10 views 63 slides Oct 20, 2025
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About This Presentation

In these slides, I have discussed the following topics in detail:
1. Concept of prototyping and its purpose in design thinking
2. Types of prototypes: Low fidelity, high fidelity, MVP (theory only)
3. Prototyping strategies for products and services
4. Testing concepts: A/B testing, feedback loops, ...


Slide Content

Prototyping
and Testing
Strategies
Module No. 4
Dr. Rohan Dasgupta

4.1. Concept of Prototyping &
its purpose in Design Thinking

Concept of Prototyping
●A prototype is an early sample or model of a product or service.

●It makes abstract ideas tangible and testable.

●Prototypes allow quick communication of design intent.

●They help identify usability issues before large investments.

●Serve as a low-risk way to test assumptions.

●Core principle: “Prototyping is a tool for thinking and learning.”

Purpose of Prototyping in Design Thinking
●Encourages experimentation and iteration.

●Helps align team members and stakeholders on shared vision.

●Bridges the gap between concept and reality.

●Provides opportunities for user engagement and feedback.

●Accelerates innovation by reducing uncertainty.

●Supports the mindset: “Fail early, fail cheap, sail forward.”

4.2. Types of Prototypes

Low-Fidelity (LoFi) Prototypes
●Simple, quick, and inexpensive to create.

●Examples: paper sketches, cardboard models, LEGO builds.

●Focus on broad concepts rather than fine details.

●Useful in early design stages for brainstorming.

●Encourages creativity and exploration.

●Helps gather quick feedback without heavy investment.

High-Fidelity (HiFi) Prototypes
●More detailed and closer to the final product.

●Examples: digital mockups, interactive apps, 3D printed models.

●Provides realistic user interactions and experiences.

●Useful for usability testing and refining design details.

●Requires more time, skill, and resources to build.

●Helps stakeholders visualize the final look and feel.

Minimum Viable Product (MVP)
●Simplest working version of the product.

●Includes only the most essential features.

●Allows real-world testing with target users.

●Helps validate core assumptions quickly.

●Reduces risk of over-investing in unproven ideas.

●Often used in startups to test market potential.

Examples of Different Types of Prototypes
●LoFi Prototype
○Product: Paper sketches of a new mobile app interface (drawn screens with arrows
showing navigation).
○Service: Role-play with students acting out steps of a new library self-checkout
process using cue cards.
●HiFi Prototype
○Product: Interactive digital prototype of a smart home control app built in Figma.
○Service: Detailed storyboard of a hospital patient check-in experience with
realistic visuals and dialogue.
●MVP Prototype
○Product: A basic version of an online food delivery app that allows only browsing a
limited menu and placing orders (no payment gateway yet).
○Service: A pilot program for bike-sharing in a small neighborhood with just a few
stations and limited bikes to test demand.

4.3. Prototyping strategies for
products and services

Prototyping strategies for Products
●Paper Sketches: Quick hand-drawn layouts to explore concepts cheaply.
Image Courtesy: Medium

Prototyping strategies for Products
●Cardboard/Physical Models: Rough shapes for testing ergonomics and form.
Image Courtesy: WebJunction

Prototyping strategies for Products
Image Courtesy: All3DP
●3D Printed Models: Accurate representations to check size, fit, and usability

Prototyping strategies for Products
●Digital Wireframes: Layout of apps/websites created using Figma/Sketch.
Image Courtesy: Figma

Prototyping strategies for Products
●Interactive Mockups: Clickable app/site versions simulating navigation.
Image Courtesy: Inkscape

Prototyping strategies for Products
●Wizard of Oz Technique: Product appears automated, but humans simulate functions in
the background.
Image Courtesy: Nielsen Norman Group

Summary: Prototyping strategies for Products
●Paper Sketches: Quick hand-drawn layouts to explore concepts cheaply.

●Cardboard/Physical Models: Rough shapes for testing ergonomics and form.

●3D Printed Models: Accurate representations to check size, fit, and usability.

●Digital Wireframes: Layout of apps/websites created using Figma/Sketch.

●Interactive Mockups: Clickable app/site versions simulating navigation.

●Wizard of Oz Technique: Product appears automated, but humans simulate functions in
the background.

Activity: Prototype Challenge #1
●Group formation: 3-4 members in a group

●Choose any one solution:
○Self service canteen
○Online assignment submission portal
○Event registration process

●Prototype: For the chosen solution, propose one of each
○Lo-fi prototype
○Hi-fi prototype
○MVP concept

Prototyping strategies for Services
1. Role-Playing

●In this method, team members act out the roles of customers and service providers.

●Helps simulate interactions and identify emotional responses.

●Example: Students act as “patients” and “doctors” to test a new hospital check-in
process.

●Benefits: Uncovers hidden challenges in body language, timing, and communication.

Prototyping strategies for Services
2. Storyboarding

●Visual representation of the sequence
of events in a service experience.

●Each frame highlights a customer
touchpoint or decision.

●Example: A storyboard showing a
student ordering food in the canteen
app and picking it up.

●Benefits: Easy to spot pain points and
gaps in the journey.

Prototyping strategies for Services
3. Service Blueprinting

●A detailed diagram of the service process, showing:

●Frontstage (visible): What the customer sees.

●Backstage (invisible): Internal processes and staff actions.

●Example: Online food delivery app → Customer orders, backend kitchen prepares, delivery
person assigned.

●Benefits: Clarifies dependencies between staff, technology, and customers.

Prototyping strategies for Services
4. Experience Prototyping

●Recreates the real environment in which the service occurs.

●Example: Setting up a mock bank counter or help desk in the classroom to test interactions.

●Benefits: Users feel the actual flow, waiting time, and atmosphere.

Prototyping strategies for Services
5. Customer Journey Mapping

●Plots the emotions, thoughts, and actions of the customer at each stage of the service.

●Example: Mapping how students feel while registering for an exam online → confusion,
satisfaction, frustration.

●Benefits: Focuses on emotional highs and lows to improve user experience.

Prototyping strategies for Services
6. Pilot Programs

●A small-scale trial version of the service before a full rollout.

●Example: Launching a limited bus shuttle service on campus to test routes and demand.

●Benefits: Provides real-world data, reduces risk, and allows quick iteration.

Summary: Prototyping strategies for Services
●Role-Playing: Students/staff act as customers and providers to simulate service flow.

●Storyboarding: Visual sequence of customer journey, highlighting pain points.

●Service Blueprints: Diagrams of frontstage (customer-facing) and backstage (support)
activities.

●Experience Prototypes: Mock setups (e.g., classroom, waiting room) to test service
interactions.

●Journey Mapping: Charting emotions, actions, and touchpoints across service stages.

●Pilot Programs: Limited trial run of the service to test before full-scale rollout.

Activity: Prototype Challenge #2
●Group formation: 3-4 members in a group

●Choose any one service:
○Self service canteen
○Assignment submission (offline)
○Event registration process (offline)
○Any other service of your choice

●Prototype Strategy:
○For the chosen service, propose one of prototype strategy and plan accordingly.

4.4. Testing Concepts

Testing Concepts
1.A/B Testing

2.Feedback Loops

3.Usability Testing

Testing Concepts: A/B Testing
●A/B testing (or split testing) is an experiment comparing two versions of a product, service, or
feature to determine which performs better.

●Version A = Control (original design)

●Version B = Variant (new design or change)

●Goal: Test user response objectively using data and evidence.

●It’s like a scientific experiment applied to design decisions.

Testing Concepts: A/B Testing
Why use A/B Testing in Design Thinking?

●Helps validate design assumptions with real users.

●Reduces guesswork in prototype improvement.

●Encourages evidence-based iteration.

●Reveals user preferences and pain points.

●Supports continuous improvement after prototyping.

●In the “Testing” phase, A/B tests guide which version to scale up.

Testing Concepts: A/B Testing
How A/B Testing Works…

●Identify the goal (e.g., increase sign-ups, clicks, satisfaction).

●Create two versions (A and B).

●Randomly split users into two groups.

●Measure performance metrics (quantitative data).

●Analyze results statistically.

●Adopt the better version or iterate further.

●Tip: Keep one variable different between A and B for clarity.

Testing Concepts: A/B Testing
Example: Product

●Scenario: A startup tests two versions of its app’s “Sign Up” button.

●Version A: Blue button, “Register Now”

●Version B: Green button, “Join Us Free”

●Result: Version B increases clicks by 15%.

●Insight: Wording and color both affect user behavior.

Testing Concepts: A/B Testing
Example: Service

●Scenario: A college cafeteria tests two queue systems.

●Version A: One common line

●Version B: Two separate lines for hot & cold food

●Result: Students spend 30% less time waiting in Version B.

●Insight: Service design changes can improve user experience measurably.

Testing Concepts: A/B Testing
Advantages

●Simple and low-cost to implement

●Provides data-driven insights

●Reduces design risk

●Helps optimize prototypes before full-scale launch

●Promotes user-centered decision-making

Testing Concepts: A/B Testing
Disadvantages

●Tests only small design changes effectively

●Requires enough users/data to be valid

●External factors (timing, context) can skew results

●Doesn’t explain why users prefer something — just what works better



TIP: Use A/B testing along with qualitative feedback (like interviews).

Testing Concepts: Feedback Loops
●A feedback loop is a process where the results of an action are fed back into the system to
influence future actions.

●In design, it means learning from user responses and refining the design continuously.

●Core idea: “Build → Test → Learn → Improve.”

●Design evolves through repeated cycles of feedback.

Testing Concepts: Feedback Loops
●Ensures user-centered design decisions.

●Reduces errors and wrong assumptions early.

●Encourages continuous improvement.

●Builds a learning mindset among designers.

●Bridges the gap between prototype and final solution.

●Without feedback, design becomes guesswork.

Testing Concepts: Feedback Loops
●Types of Feedback Loops

●Positive Feedback Loop
○Reinforces or amplifies change.
○Example: A feature users love → designers enhance it further

●Negative Feedback Loop
○Reduces or corrects undesired behavior.
○Example: Users find navigation confusing → designers simplify it.

Both loops are valuable for guiding iteration.

Testing Concepts: Feedback Loops
●Feedback Loop Cycle

●Action: Implement a design or feature.

●Observe: Gather user response or data.

●Reflect: Analyze what worked or didn’t.

●Adjust: Modify the design accordingly.

Repeat until user needs and design goals align.

Testing Concepts: Feedback Loops
●Example: Product Design

Scenario: A mobile app prototype for food delivery.

Version 1: Long checkout process → users drop off.

Feedback: “Too many steps.”

Revision: Combine address and payment screens.

Result: 30% higher completion rate.

Feedback loop led to a simpler, more effective design.

Testing Concepts: Feedback Loops
●Example: Service Design

Scenario: A hospital introduces a new appointment system.

Feedback from patients: “Too confusing; unclear timings.”

Designers observe and simplify booking flow.

Feedback again: “Now it’s easier to use.”

Iterative improvements based on real-world experience.

Testing Concepts: Feedback Loops
●Sources of Feedback

●User interviews and surveys
●Observation of user behavior
●Usability testing sessions
●Analytics (clicks, time, errors)
●Peer and expert reviews
●Customer support queries

Collect both quantitative and qualitative feedback.

Testing Concepts: Feedback Loops
●Best Practices for Managing Feedback

●Encourage open and honest feedback.

●Separate idea from ego – don’t take feedback personally.

●Document all feedback for future iterations.

●Use visual boards or tools (Miro, Trello) to track loops.

●Involve diverse users for well-rounded insights.

Testing Concepts: Usability Testing
●A method of evaluating a prototype or product by observing real users as they complete tasks.

●Focuses on how easy and effective the design is to use.

●Goal: Identify problems in user interaction and improve user experience.

●It’s not about what users say, but what they actually do.

Testing Concepts: Usability Testing
●Ensures the design is intuitive and user-friendly.

●Reveals hidden usability issues early.

●Saves time and cost by fixing problems before full development.

●Validates whether the design meets user expectations.

●Builds empathy and understanding of user behavior.

●A design that isn’t usable fails, no matter how creative it is.

Testing Concepts: Usability Testing
●Key Questions in Usability Testing

○Can users understand how to use the design?

○Can they complete tasks efficiently?

○Do they make errors? If so, where and why?

○How satisfied are users with the experience?

○What improvements can be made?

Testing Concepts: Usability Testing
●The Usability Testing Process

○Define goals – What do you want to learn?

○Select participants – Real or representative users.

○Create test scenarios – Realistic tasks for users to perform.

○Conduct the test – Observe silently, take notes.

○Collect feedback – Through observation & interviews.

○Analyze and improve – Identify pain points & redesign.

Testing Concepts: Usability Testing
●Example : Product Design

○Scenario: Prototype of a college bus tracking app.

○Users struggle to find the “Bus Location” button.

○Feedback: “Icon looks like a map marker, not a bus.”

○Redesign: Replace icon + add label “Track My Bus.”

○Result: 80% reduction in user confusion.

○Small usability tweaks can make a big difference.

Testing Concepts: Usability Testing
●Example : Service Design

○Scenario: University library self-checkout kiosk.

○Students forget to scan their ID first → error message.

○Feedback: “No instruction shown at the start.”

○Solution: Add visual cue & voice prompt → smoother process.

○Testing real interactions improves service flow.

Testing Concepts: Usability Testing
●Example : Service Design

○Scenario: University library self-checkout kiosk.

○Students forget to scan their ID first → error message.

○Feedback: “No instruction shown at the start.”

○Solution: Add visual cue & voice prompt → smoother process.

○Testing real interactions improves service flow.

Testing Concepts: Usability Testing
●Methods of Usability Testing
Method Description When To Use
Moderated testing Facilitator guides user & asks questionsEarly prototypes
Unmoderated testing User interacts independently Later stages
Remote testing Conducted online Geographically distant users
A/B testing Compare two design versions During iteration

Testing Concepts: Usability Testing
●Matrices in Usability Testing

?????? Quantitative metrics:
●Task completion rate
●Time on task
●Error rate
●Number of clicks

?????? Qualitative metrics:
●User satisfaction (rating scale)
●Verbal feedback (“think aloud” method)
●Emotional response

?????? Combine both for a holistic picture.

Testing Concepts: Usability Testing
●Tips for Effective Usability Testing

●Test early and often (even with paper prototypes)
●Observe silently — don’t help users during the test
●Ask open-ended questions afterward
●Record sessions (with consent) for review
●Test with at least 5 users to find most issues

Five users can uncover 80% of usability problems.

4.5. Role of Experimentation & Failure

Role of Experimentation
●Experimentation is at the heart of innovation; it’s about trying ideas quickly and learning fast.

●Encourages exploration, creativity, and curiosity.

●Helps test assumptions and hypotheses through prototypes.

●Transforms abstract ideas into tangible experiences for users.

●Supports evidence-based design decisions — not guesswork.

●Cycle: Build → Observe → Learn → Refine → Repeat

●Experimentation helps designers move from imagination to insight.

Role of Failure
●In Design Thinking, failure = feedback, not defeat.

●Each failed prototype reveals what doesn’t work and why.

●Encourages a growth mindset — learning from mistakes.

●Reduces risk by failing early and cheaply instead of later and expensively.

●Builds resilience and confidence in iterative improvement.

●Motto: “Fail fast, fail forward, learn faster.”

●Every failure brings you one step closer to the right solution.

4.6. Metrics: Desirability, viability &
feasibility

Metrices
●Design Thinking combines creativity with practicality.

●Every idea must be evaluated through three lenses:

○Desirability → Human / User needs

○Viability → Business / Sustainability

○Feasibility → Technical / Operational capability

●Goal: Find the sweet spot where all three intersect →
Innovative, Realistic, and Valuable Solution

Metrices: Desirability (the human lens)
●Focus: What do people want?

●Centers on user emotions, needs, and motivations.

●Asks: “Will people use or care about this?”

●Derived from empathy research, user interviews, and observations.

●Indicators of high desirability:
○Positive user feedback
○Ease of use and intuitive design
○Solves a meaningful problem

●Example: A public transport app that reduces waiting anxiety by showing real-time bus location.

Metrices: Viability (the business lens)
●Focus: Does it make sense to build it?

●Evaluates economic and strategic feasibility.

●Asks: “Can this idea sustain itself financially?”

●Involves:
○Cost-benefit analysis
○Market potential
○Business model fit
○Long-term sustainability

●Example: A solar-powered streetlight that reduces energy costs and pays back investment in 2
years.

Metrices: Feasibility (the technical lens)
●Focus: Can we actually make it work?

●Checks technical practicality and resource availability.

●Asks: “Do we have the technology, time, and expertise?”

●Involves:
○Material availability
○Technological readiness
○Time and cost constraints
○Team skills

●Example: Using locally available materials to build a low-cost water filter prototype.

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