The road to designing a product or object can be long, expensive or seem somewhat unachievable. By using digital prototyping, designers and users alike, can have the opportunity to experience or use the object. This short cut to the final product can reduce expenditure and provide rapid time to reassess, redesign or release a product.
By allowing the user, whether it be the designer, customer, marketing team or executive, to touch, see and receive feedback from an object, you may identify problems early on that would be costly if unidentified until after post-production.
I seem to think of 2 things when it comes to digital prototyping (however I'm sure I'm about to discover a lot more):
1. MakerBot (Digitiser 3D Scanner) digital prototyping technology. Their 3D scanner allows you to make 3D printing easier, i.e. you scan a physical object, digitise it and then print it in 3D. This technology would aid companies in large scale and/or costly production in that they can test a product before they commit.
2. Marvel app - turn sketches into prototypes (available on itunes). The app allows you to turn sketches on paper into interactive, tappable prototypes that allow you to demo your ideas on your iphone to share with users etc.

Images from the Marvel iTunes Preview

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