I'd just like to counter for a moment the notion that digital
interactions are unique in their dependence on prototypes, that
architectural interactions can't be prototyped or that this form of
learning is available only for simple interactions.

The most recent high-profile example of a full-scale prototype is
probably the Apple Store, but lots of organizations experiment with
full-scale prototypes that shed light on their internal interactions.
Bank of America runs experimental branches in Atlanta. David
Weinberger describes a full-size, functioning Staples prototype store
in his book Everything is Miscellaneous. Kaiser Permamente and the
Mayo Clinic both prototype on this level.

Companies also regularly prototype full size interiors for things
like aircraft or trains. IDEO did this for Acela and Henry Dreyfuss
wrote about working with full-scale prototypes for airlines in
Designing for People.

Service design in particular relies on full-scale working prototypes.
It's often impossible to evaluate the interactions involved without
actually building them out. Southwest airlines took this approach
when they were experimenting with assigned seats by prototyping the
service in one or two airports.

Depending on experience to acquire understanding isn't a limitation
of digital interactions. It's a limitation of being human.

// jeff


adamya wrote:
> All of these would be poor substitutes for being able 
> to walk through the house. But because we are talking 
> about physical space, we intuitively understand 
> an architects sketches, plans, walkthroughs etc...
> So, in essence, my question is: What makes 'innovative' 
> interaction schema so unique that we think we need 
> actual prototypes?  




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Posted from the new ixda.org
http://www.ixda.org/discuss?post=33500


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