Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 8

Achieve Great Things, Initiate Changes, Transform from Better to Best, Excel and Remain Humble

Asian Institute of Technology and Education


Gret-Fisico Bldg., Maharlika Highway, Brgy. Lumingon, Tiaong, Quezon, Philippines
Telefax Number: (042)-545-6547 / Cell No. 0922-8934738

ENTREPRENEURSHIP

I. UNIT NO. & TITLE: Unit 4: Introduction to Entrepreneurship


II. LESSON NO. & TITLE: Lesson 12: Prototype of the Product
Lesson 13: Testing the Product Prototype
III. WEEK NUMBER: Week 13 and 14
IV. MODULE NUMBER: Module 11 and 12
V. OBJECTIVES: At the end of the lesson, students must be able to:
 Create a prototype of the product counterclaims in response to claims made in a text
read
 Test the product prototype

VI. ACTIVITY:
VII. DISCUSSION:

LESSON 12: PROTOTYPE OF THE PRODUCT


Prototype can help add value to a project as well as credibility. In some instances, the company will need to innovate to be
able to prove that the concept works and that the theoretical design translates into a working model.

Prototype Usefulness for Licensing


Prototype development is not essential, but can add value to a project. This is particularly the case if the company needs to
prove that the concept works. Prototype would be adequate to demonstrate the basic fundamentals of the idea. Some people
may choose a more refined prototype to strengthen their presentation, but the associated cost of these needs should be
weighed up against other factors. Sometimes, a prototype may help negotiate a higher percentage of royalties.

Step 1. Document It
This is the first step to patenting the idea and keeping it from being stolen. Write the idea down in an inventor's journal and
have it signed by a witness.

Step 2. Research It
The company will need to research the idea from a legal and business standpoint. Before to file a patent, one should:

 Complete an initial patent search. Visit the website to ensure the requirement for patenting, complete a rudimentary search for
free at to make sure no one else has patented the idea. One should also complete a non-patent "prior art" search.
 Research your market. Do some preliminary research of the target market. Is this something people will actually buy? One can
determine these costs by comparing those of similar products currently on the market. This will also help size up the
competition.

Step 3: Make a Prototype


A prototype is a model of the invention that puts into practice all the things that were written in the inventor's journal. This will
demonstrate the design of the invention that will be presented to the potential lenders and licensees.
Here are some general rules of thumb when prototyping invention:
1. Begin with a drawing, sketch out all of the ideas into inventor's journal
2. Create a concept mock up out of any material that will allow one to create a 3-D model of the design.
3. Create a full-working model of the idea; consider using a computer-animated virtual prototype.

Step 4: File a Patent


There are two main patents to choose from:
1. Utility patent (for new processes or machines)
2. Design patent (for manufacturing new, non-obvious ornamental designed If the invention is really valuable, someone will
infringe on it.

Advantages of Prototype
1. It tests and refines the functionality of the design.
2. It makes it possible to test the performance of various materials.
3. It will help you describe your product more effectively.
4. It will encourage others to take it more seriously.
Brainstorm Ideas
1. Try making a list of all the things that are interesting. These could be hobbies, jobs, or products that are used on a regular
basis.
2. For each activity or item of interest, make a list of possible improvements that could be made in the form of an invention.
This could include variations of the product or activity or useful add-ons.
3. Make a hefty list. It is better to have too many ideas than too few, so continue listing until nothing else to add.
4. Keep a journal at all times, to constantly add new items to possible-invention list. Keeping ideas all organized in one place,
a journal, will also help to remain mentally clutter-free and allow reviewing ideas.
5. Do not rush the brainstorming process. Inspiration may not hit one like lightning, and could require a few weeks or months
of listing ideas before epiphany strikes.
Patenting
Create a thorough record of the invention.
1.Record the process of inventing the product.
 List all the things that need to create it, all the possible parts and materials for the invention.
2. Keep records of the research showing that no similar patented product at the same market. Prove that invention is unique in
order to qualify for a patent.
3. Consider the commercial sales value of the invention. Make sure you have recorded the commercial value and potential income
based on sales of you the invention. This way, one will know that the earning potential of the product outweighs the amount paid.
4. Create an informal drawing of the invention. An accurate drawing of invention may be required in patent application.

Making Invention a Reality


1. Create a prototype.
2. Create a presentation.
3. Present an invention to a manufacturer.
4. Produce your invention.
5. Advertise your invention.

Production Feasibility and Time Frame


An idea is not only concentrated on one entrepreneur. The entrepreneur might have conceived an idea that is also in the mind
of the other person. The case of cellular phone is a concrete example. Many companies tried the venture, but the leader in the industry
is still NOKIA. Others begin to follow and strong competition emerged in the process but the leading brand has taken off the ground
before others followed tailing behind.
The new product must have its technical feasibility and the time to launch the product must be immediately done to take ahead before
others take the idea. The entrepreneur must analyze the market demand and how he will be able to meet this demand on time. He
must be able to determine the risk involved in the new venture and the investments in terms of money and time.
The new product needs testing as to its technical capability to satisfy customers' needs and wants. Some customers prefer branded
products, those that are produced by big names in the industry. Filipino innovators and inventors find it difficult to convince the local
consumers that their product is good or better than those imported, hence many are selling their idea to foreign investors.
In the food industry, the growing fast food chain is crowded with growing senior citizens who have money to buy yet they have not
discovered their need for health foods with less cholesterol A food restaurant or fast food with fish an vegetables and some wellness
program may do the trick for this demographic sector This may work wonders in some developing urban sectors outside Metro Manila
as it works wonders in some known restaurant in the metropolis.
LESSON 13 TESTING THE PRODUCT PROTOTYPE

Testing of Product Prototype Testing a prototype is a vital or necessary part of the design and manufacturing process. Testing
and evaluation, determine that the product will function as it is supposed to, or if it needs sufficient analysis. It allows the producer and
client to assess the viability of a design. This will help identify potential so that the producer will make improvements.
Importance of Testing
1. Testing and evaluation, allows the client and customer to determine the prototype and to give its views. Changes and
improvements are done to finish it.
2. A focus group can conduct test to the prototype and give their views and opinions. Criticisms and problems are often
identified at this stage. Suggestions for improvement are often discussed at this stage.
3. Evaluating a prototype allows the production costs to be assessed and finalized. It can be scrutinized for potential costs.
Alterations of design or manufacturing processes may have to be made for future production.
4. New design or redesign can take place during this part. A component or part of a product, will be tested separately and not
the entire product. This allows more and direct tests to be carried out.
5. The manufacturer allows the designer to plan an efficient and cost-effective production line.
6. This may lead to improvements and become highly competitive.
7. It can guarantee customer satisfaction; consumer can use the product efficiently and safely. Testing ensures that any user
instruction included in the packaging will provide pre cautions and warnings.
8. Testing and the design specification should be done separately to ensure a full and relevant evaluation of a prototype which
is carried out in the entire development process. It allows fellow designers, knowledgeable in the specialist area to offer
opinions and suggests critical improvements that may lead to a more successful design.

Evaluation of Prototype
Participative users based their evaluation of a paper or machines prototype on their expectation and problems to identify
usability problems. Its benefits help potential usability problems can be detected at an early stage before development is complete. It
helps to have a deeper understanding of the users' expectations and impressions of the system.

METHOD OF EVALUATION
A. Planning

 Select the most important tasks and user group(s) to be tested (e.g. the most frequent or the most critical).
 Select users who are representative of the user group(s). 3-5 users are sufficient to identify the main issues.
 Consider using user-defined tasks, where users are asked to define their own goals prior to the evaluation session.
 Produce task scenarios and input data and write instructions for the user (tell the user what to achieve, not how to do
it).
 Plan sessions allowing time for giving instructions, running the test, and a post-test interview.
 Invite developers to observe the sessions if possible. An alternative is to videotape the sessions, and show
developers edited clips of the main issues.
 For a paper prototype a designer is needed to play the role of "computer".

B. Running Sessions

 Welcome the user, and give the task instructions.


 For a paper prototype, as the user selects options on each screen, the designer explains what happens and presents
the next screen to the user.
 Do not give any hints or assistance unless the user is unable to complete the task.
 Observe the interaction and note any problems encountered.
 The user may be prompted to write for their impressions of a page design, what they think different elements may do,
and what they expect the result of their next action be. The user may also be asked to suggest how individual
elements could be improved.
 Interview the user to gain general opinion and ask about specific problems encountered.

C. Output

 Produce a list of usability problems, categorized by importance (use sticky notes to sort the problems), and an
overview of the types of problems encountered.
 Arrange a meeting with the designers to discuss whether and how each problem can be fixed.

Qualitative Evaluation Technique


1. Produces a description, usually in non-numeric
2. May be subjective methods
3. Introspection-by designer -by users
 Introspection method designer tries the system (or prototype) out (a walkthrough of the systems screens and
features), most common evaluation method problems is not reliable as completely subjective. Ask the user to
explain what each screen element does or represents as well as how they would attempt to perform individual
tasks.
4. Direct observation-simple observation-think-aloud-constructive interaction
This allows us to gain insight as to a user's initial perception of our interface and the mental model
they might be constructing as they begin to use the system.

Three General Approaches


1.Simple observation - is given the task, and evaluator just watches the user problem.

2. Constructive interaction - normal conversation between the two users is monitored

3. Query-interviews (structured and retrospective)-surveys and questionnaires

 Variant: Co-discovery learning - use semi-knowledgeable "coach" and naive subject together-use the interface in
making naive subject.
 Results in- naive subject asking questions- semi-knowledgeable coach responding-provides insights into thinking
process of both beginner and intermediate users.

How do we record user actions during observation for later analysis? If no record is kept, evaluator may forget, miss, or misinterpret
events.
 Paper and Pencil - primitive but cheap - evaluators record events interpretations, and extraneous observations.

 Audio recording - good for recording talk produced by thinking aloud constructive interaction-hard to tie into user actions (i.e.
what they doing on the screen) hard to search through.

 Video recording - can see and hear what a user is doing- one camera for screen, another for subject (picture in picture)-can be
intrusive during initial period of use-generates too much data.

Analysis of the Results


1. Determine the audience you want to reach.

2. Typical survey: random sample of between 50 and 1000 users of the product

3. Determine how will you deliver and collect the questionnaire.

3.1 On-line for computer users


3.2 Surface mail (with pre-addressed reply envelope for better response rate)
4. Determine target demographics (e.g. level of experience, age, income, etc.)
Styles of Questions
i. Open-ended questions - asks for unprompted opinions and good for general subjective information but difficult to
analyze rigorously.

ii. Closed questions - restricts the respondent's responses by supplying alterative answers and makes questionnaires a
chore for respondent to fill in. It can be easily analyzed but watch out for hard to interpret responses. Alternative
answers should be very specific. Ask user to judge a specific statement on a numerical scale, which of scale usually
corresponds with agreement or disagreement with a statement.
1. Strongly disagree
2. Disagree
3. Neutral
4. Agree
5. Strongly Agree

iii. Multiple choice (possibly multiple responses) - respondent offered a choice of explicit responses.

iv. Ranked respondent places an ordering on items in a list.

v. Combining open-ended and closed questions - gets specific response, but allows room for user's opinion It is easy to
recover from mistakes: disagree agree comment.

vi. Qualitative observational tests - are quick and easy to do several methods that reveal what is in a person's head as
they are doing the test Particular methods include Conceptual model extraction.

VIII. PRACTICE/APPLICATION/SYNTHESIS (See worksheet 11-12)


IX. ASSESSMENT (See worksheet 11-12)
X. REFLECTION: (See worksheet 11-12)

Prepared by: Checked By:


MARRA KATHLEEN W. AYAAY, LPT JOAN B. DIMACULANGAN, LPT
Subject Teacher Coordinator

Noted By:
LAARNI L. TOLENTINO, LPT
School Principal
Achieve Great Things, Initiate Changes, Transform from Better to Best, Excel and Remain

Gret-Fisico Bldg., Maharlika Highway, Brgy. Lumingon, Tiaong, Quezon, Philippines


Telefax Number: (042)-545-6547 / Cell No. 0922-8934738Gret-Fisico Bldg., Maharlika Highway, Brgy. Lumingon, Tiaong,
Quezon, Philippines
Telefax Number: (042)-545-6547 / Cell No. 0922-8934738

ENTREPRENEURSHIP
WORKSHEET 11 and 12

Name: _____________________________ Date: ____________________________


Section: ________________________ Teacher: MARRA KATHLEEN W. AYAAY, LPT

PRACTICE/APPLICATION/SYNTHESIS
Direction: Create a prototype for the following products:

1. Non- food

2. Food

3. Apparel
ASSESSMENT
Direction: Choose one product from the activity above, give a sample test of a product prototype.

YOUR REFLECTION:
TWITTER EXIT TICKET RESPONSE!

#2 for 4th Quarterly_

You might also like