How Products Get Rough Drafts
Products can have rough drafts too. To see how well they work and what people think of them, companies often create early samples—or prototypes—of potential products. Here are some examples of prototypes that turned into popular gadgets and gizmos (aplenty); sometimes, as in the case of the iPhone, they may look nothing like the product that ultimately made it to market. Learn more about the prototyping cycle by researching the the terms below, then discuss with your team: are there other things in life that would benefit from prototyping? Is there any difference between a prototype and a draft?
- sketches | storyboarding | paper prototypes | low vs. high fidelity
- wireframing | mockup | proof of concept | user testing
- minimum viable product | minimum marketable feature
Every gadget in your pocket had an ugly ancestor: a bare circuit board, a soda bottle, a gutted laptop. None of them looked like the thing it became.
Key concepts
- The Prototyping Cycle
- A loop, not a straight line: shape an idea, build a rough version, put it in front of someone, learn what is wrong, and go round again. Each pass narrows what you do not know, and the loop only stops when the design is locked in.
Every work — at a glance
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iPhone M68 Prototype — Apple (prototype)
The original iPhone's development board — a bare red circuit board the size of a PC motherboard with a screen bolted to one corner, built to answer whether the radio and the screen worked at all.
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Sketches (method)
The fastest, cheapest prototype: a drawing costs a minute, so you can make twenty and throw away nineteen without flinching.
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Storyboarding (method)
A sequence of rough frames showing what someone sees and does at each step — borrowed from animation, and the one tool that shows the journey between screens rather than a single screen.
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Paper Prototypes (method)
Hand-drawn screens a real user 'operates' by pointing, while someone opposite swaps the sheets to play the part of the computer.
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Low vs. High Fidelity (concept)
How closely a prototype resembles the finished thing — a scribble at one end, a clickable replica at the other. The skill is matching fidelity to how much you still do not know.
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Wireframing (method)
The skeleton of a screen — grey boxes where things go, no colour or images — so the argument stays about what matters most, not about the shade of blue.
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Mockup (method)
Exactly what the finished product will look like, and nothing working behind it — so realistic that executives routinely mistake it for a thing that already exists.
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Proof of Concept (method)
A small, deliberately ugly build whose only job is to show that the riskiest assumption is not fatal — can this run in time, will this material hold?
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User Testing (method)
Watching real people try the thing, under one rule: you must shut up, because the product will not be there to explain itself to the next person.
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Minimum Viable Product (concept)
The smallest version you can actually release and still learn something true from real users — an experiment with a hypothesis attached, not just a cheap product.
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Minimum Marketable Feature (concept)
The smallest slice of function a customer would value and pay for — the MVP asks what we can learn, this asks what we can sell.
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Nintendo PlayStation — Sony (prototype)
The CD add-on Sony built for Nintendo's SNES, shown at CES in 1991 and abandoned when Nintendo switched to Philips — it became the PlayStation.
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Motorola DynaTAC — Motorola (prototype)
The first telephone you could carry away from a car, patented in 1973; the first call on the prototype went to a wrong number.
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Apple I — Steve Wozniak (prototype)
Designed after one garage club meeting in 1975 and sold from July 1976 at $666.66, about two hundred of them.
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Atari VCS (2600) — Atari (product)
The 1977 console that made a microprocessor and swappable cartridges normal, so the machine stopped being the game.
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Super Soaker — Lonnie Johnson (prototype)
Built in 1982 from PVC pipe, Plexiglass and an empty soda bottle; the line has since taken more than a billion dollars.
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DirectX Box — Microsoft (prototype)
Four Microsoft engineers gutted Dell laptops in 1998 to prove a Windows games console could work; the name shortened to Xbox.
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Esslinger's 1983 Apple Tablet — Hartmut Esslinger (prototype)
A touchscreen-and-stylus slab drawn for Apple in 1983 and never built — right, and twenty-four years early.
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Jobs' 1983 'Computer in a Book' — Steve Jobs (prediction)
A 1983 speech describing a book-sized computer with a radio link — a tablet named in full, twenty-seven years early.
What to know
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01
Is there any difference between a prototype and a draft? Both are cheap first versions built to be revised, but a draft describes what will happen while a prototype tests it — you hand it to someone and watch reality push back, which is why the prototyping cycle keeps producing surprises a plan never does.
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02
What else in life would benefit from a rough draft? Anything you can build small and let reality answer: a lesson taught to one class before the whole year, a park chalked onto the pavement before it is paved, a menu run for a single night.
Across subjects
Theme connection
Practice
Check what you've read
Pick the best answer — you'll see why each option is right or wrong.
Question 1 of 2
SOCSketch, build rough, watch a user, change it, repeat. That loop is MOST LIKE —
Question 2 of 2
SPCWaterfall signs off each phase first. A polished mockup shows an untested idea. Both MOST undermine —
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