In one line: A prototype is an approximation of the product built to answer a question. Decide what you need to learn first, then build the cheapest thing that answers it.

Core idea

Ulrich and Eppinger define a prototype as an approximation of the product along one or more dimensions of interest [1]. That covers everything from a sketch or a spreadsheet model to a full working unit. They classify prototypes along two axes, which together give a useful map for choosing what to build:

Types of prototypes: analytical or physical, focused or comprehensive

How it works

Four purposes of prototypes:

  • Learning: will it work, and how well does it meet needs?
  • Communication: showing the idea to managers, customers and partners.
  • Integration: making sure subsystems work together.
  • Milestones: demonstrating that the product has reached a defined level of functionality.

Principles:

  • Physical prototypes reveal unanticipated phenomena that analytical models miss.
  • Prototypes can reduce the risk of costly iterations, so build early when the cost of a late surprise is high.
  • Prototypes can expedite other steps, for example by giving manufacturing or test something real to plan around.
  • They can restructure task dependencies, letting work proceed in parallel.

Planning a prototype:

  1. Define its purpose.
  2. Establish its level of approximation.
  3. Outline an experimental plan.
  4. Create a schedule for procurement, construction and test.

In practice

A practical exercise is to take a prototype from your own field and place it on the two-axis map, then ask which purpose it served. Engineering organizations often build integration and milestone prototypes on schedule but skimp on cheap learning prototypes early, when a quick breadboard or a simple model would have exposed the problem months sooner.

Questions to ask yourself

  • What specific question is our next prototype meant to answer?
  • Is there a cheaper, more focused prototype that would answer it sooner?
  • Which of our risks would one early physical prototype retire?

Connections

Sources

[1]
K. T. Ulrich and S. D. Eppinger, Product Design and Development, 6th ed. New York, NY, USA: McGraw-Hill Education, 2016.