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Prototypes — Design, 11–13 years

A prototype is a quick, incomplete version made to learn what works before building the final design.

Think with a model

A prototype is a model you make to learn, not necessarily the finished product. It can be cardboard, paper, blocks, a drawing or a simple digital screen. It should show the important action, so you can notice problems while changing the idea is still quick and cheap.

Why make an unfinished version?

Ideas in your head can seem perfect because your mind fills in missing details. A prototype makes those details visible and lets other people react to something they can see or use. Designers use prototypes to reduce the cost of being wrong before materials, time and money are committed.

Worked example: a phone stand

To design a stand, first fold a strip of scrap card into a triangle and place a phone on it. It slips, so add a small front lip with another fold. The phone now stays up, but the screen is too low; raise the back fold and test again. This rough model has already taught you more than a careful sketch alone.

The trap: making it beautiful first

You may want to decorate a prototype or use expensive materials so it feels like a real product. That is reasonable: a polished object feels more serious and satisfying. But decoration can hide faults and make changes harder, so early prototypes should be quick, clear and easy to alter.

Where it appears

Architects build small building models, app makers draw screen mock-ups and engineers test parts before producing thousands. Chefs may try a small recipe before serving it to many people. A prototype is useful whenever learning early can prevent a costly or frustrating final result.

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