If you have been following this series of posts I have put a lot of time into describing the physical creation of paper prototypes. In the next few posts I will now focus on ways to go about thinking on designing the game experience and the process you may go through when doing so. (Read More)
I am an interaction designer and illustrator interested in technology and playfulness. See the CV
I recently finished my cardboard stool and decided to share some quick documentation about how I streamlined the workflow and made it easier to help create the cardboard stool/stilts that I made.
This post will wrap up my thoughts on paper prototyping construction and knowing your medium. It will document two more constructions I have created and will have some things to think about when working with this craft. (Read More)
This is the third part of my posts which show some documented constructions I have made in cardboard. Previously we looked at the ideas of repurposing material and following purpose when creating. It ended with mentions of reinforcing weakpoints which we will take up in this post, along with taking advantage of the affordances present in the materials and constructions. We’ll take that up in this post. (Read More)
This is the second part of my posts which show some documented constructions I have made in cardboard. In the previous post we looked at the ideas of repurposing material and following purpose when creating. This is a quick rehash from the previous post with another example, the construction of an e-cigarette stand. Here you will see how different the purposing and repurposing approaches are. (Read More)
As mentioned in the last post, here are a few documented examples that I have explored and found interesting when using paper and cardboard. For this post we look at the separate ideas of repurposing and creating a construction that follows a purpose in form and function. (Read More)
Expanding some on the previous paper prototyping post, this one focuses a bit more on getting the most out of the first advice, which is to playtest early and often.
Obviously the more you know about the materials and tools you are working with before you rapidly prototype your idea, the better your intended result will be and the less time you will waste iterating. Sometimes you may only know certain things through experience, though you can prepare for most situations by reading up and doing a little research about what can be done beforehand. So I am writing this up in hopes it would be part of a practical guide that is helpful. (Read More)