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quadrantChart
title Impact vs Effort Matrix for IoT Solution Ideas
x-axis Low Effort --> High Effort
y-axis Low Impact --> High Impact
quadrant-1 Major Projects - Plan carefully
quadrant-2 Quick Wins - Do first!
quadrant-3 Fill-ins - If time permits
quadrant-4 Time Sinks - Avoid!
Bluetooth reminder: [0.3, 0.8]
Auto-dispenser robot: [0.85, 0.9]
Simple LED indicator: [0.2, 0.7]
Voice-activated pills: [0.7, 0.5]
Pill tracking app: [0.5, 0.6]
AI health predictor: [0.9, 0.75]
Basic timer alarm: [0.15, 0.4]
Pharmacy integration: [0.8, 0.65]
1635 Ideate, Prototype, and Test
1635.1 Learning Objectives
By the end of this chapter, you will be able to:
- Apply Ideation Techniques: Use brainstorming, Crazy 8s, mind mapping, and SCAMPER to generate diverse solution concepts
- Prioritize Ideas: Evaluate concepts using the Impact vs Effort 2x2 matrix framework
- Select Prototype Fidelity: Choose appropriate prototype levels (paper, breadboard, Wizard of Oz, functional) for different learning goals
- Conduct User Testing: Execute think-aloud protocols, A/B tests, and usability measurements
- Interpret Test Results: Analyze user feedback to determine pivot, iterate, or proceed decisions
1635.2 Prerequisites
- Design Thinking Introduction: Understanding the seven-phase framework
- Empathize and Define: User research, pain points, and problem statements
1635.3 Stage 3: Ideate
1635.3.1 Brainstorming Techniques
After defining the problem, generate diverse potential solutions. The goal is quantity—evaluation comes later.
1. Classic Brainstorming - Set timer (15-30 minutes) - No criticism during generation - Build on others’ ideas (“Yes, and…”) - Aim for quantity (50+ ideas) - Wild ideas welcome
2. Crazy 8s - Fold paper into 8 sections - Sketch 8 different solutions in 8 minutes - Forces rapid idea generation - Great for visual concepts
3. Mind Mapping - Central problem in middle - Branch out related concepts - Sub-branches for variations - Reveals unexpected connections
4. SCAMPER Systematic modification of existing solutions: - Substitute: What if we use different materials/sensors? - Combine: What if we merge with another device? - Adapt: What similar problem solutions can we borrow? - Modify: What if we make it bigger/smaller/stronger? - Put to other use: What else could this device do? - Eliminate: What features can we remove? - Reverse: What if we flip the user’s role?
1635.3.2 Evaluating Ideas
Use the 2×2 Impact vs Effort matrix to prioritize ideas:
Impact vs Effort Matrix: Ideas in the upper-left (high impact, low effort) are “Quick Wins” - prioritize these first. “Simple LED indicator” (shows pill taken/not taken) scores highest value. “Auto-dispenser robot” has high impact but requires significant effort - plan carefully. “Basic timer alarm” is easy but low impact - users already have phone alarms.
When you have 5-10 specific ideas to compare, a table format enables more detailed evaluation across multiple criteria.
| Solution Idea | Impact | Effort | Risk | Score |
|---|---|---|---|---|
| Simple LED indicator | High (direct feedback) | Low (1 week) | Low | 9/10 |
| Bluetooth + app reminder | High | Medium (3 weeks) | Medium | 7/10 |
| Voice-activated pills | Medium | High (8 weeks) | High | 4/10 |
| AI health predictor | Medium | Very High (16+ weeks) | Very High | 2/10 |
| Auto-dispenser robot | High | Very High (20+ weeks) | Very High | 3/10 |
1635.4 Stage 4: Prototype
1635.4.1 Prototype Fidelity Levels
Match prototype complexity to what you’re trying to learn:
Level 1: Paper Prototype - Sketches, storyboards, paper interfaces - Time: Hours - Cost: $0-10 - Tests: Concept understanding, workflow, layout
Level 2: Breadboard Prototype - Arduino/ESP32 + sensors on breadboard - Time: Days - Cost: $20-100 - Tests: Technical feasibility, sensor accuracy
Level 3: Wizard of Oz Prototype - Fake “smart” behavior controlled by hidden human - Time: Hours to days - Cost: Low - Tests: Interaction patterns, user expectations
Level 4: Functional Prototype - Working device with real connectivity - Time: Weeks - Cost: $100-500+ - Tests: Complete user experience, real-world conditions
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flowchart TD
Q1{What are you<br/>testing?} --> |Concept & flow| P1[Paper Prototype<br/>Hours, $0]
Q1 --> |Technical feasibility| P2[Breadboard<br/>Days, $50]
Q1 --> |User interaction| P3[Wizard of Oz<br/>Hours, $20]
Q1 --> |Full experience| P4[Functional<br/>Weeks, $200+]
P1 --> T1[Learn: Do users<br/>understand the concept?]
P2 --> T2[Learn: Can sensors<br/>detect what we need?]
P3 --> T3[Learn: How do users<br/>expect it to respond?]
P4 --> T4[Learn: Does it work<br/>in real conditions?]
T1 -->|No| R1[Revise concept]
T2 -->|No| R2[Try different sensors]
T3 -->|No| R3[Adjust interaction model]
T4 -->|No| R4[Refine engineering]
R1 --> P1
R2 --> P2
R3 --> P3
R4 --> P4
style P1 fill:#16A085,stroke:#2C3E50,color:#fff
style P2 fill:#2C3E50,stroke:#16A085,color:#fff
style P3 fill:#E67E22,stroke:#2C3E50,color:#fff
style P4 fill:#7F8C8D,stroke:#2C3E50,color:#fff
Prototype Selection Decision Tree: Start with the cheapest prototype that answers your current question. Testing “do users understand the concept?” doesn’t require working electronics - paper prototypes suffice. Only build functional prototypes when you need to test real-world performance.
1635.4.2 Smart Pill Bottle Prototype Journey
Prototype v1: Paper (Testing Concept) - Paper cylinder with drawn LED ring - “Press” paper button to simulate interaction - Test question: “Do users understand what the light means?” - Result: Users confused—green light could mean “taken” or “ready to take” - Insight: Need clearer visual language (pulsing vs solid)
Prototype v2: Breadboard (Testing Hardware) - ESP32 + NeoPixel LED ring + piezo buzzer - Time since last “bottle open” tracked - Test question: “Can we detect bottle opening reliably?” - Result: Hall effect sensor + magnet in cap works better than light sensor - Insight: Orientation-independent detection needed
Prototype v3: Wizard of Oz (Testing Interaction) - Real bottle shell, researcher controls LEDs remotely - Test question: “What notification sequence works best?” - Result: Single long beep ignored; short beeps every 2 minutes until responded - Insight: Users want reminder to stop automatically after pill detected, not manual dismiss
Prototype v4: Functional (Testing Real Use) - Complete device with battery, Bluetooth, app - Deployed to 5 users for 2 weeks - Test questions: “Does it actually improve adherence? What breaks?” - Results: Adherence improved 78% → 94%; button too small for arthritic hands; battery lasted only 3 weeks (target: 3 months) - Insights: Larger touch surface; optimize power sleep modes
1635.5 Stage 5: Test
1635.5.1 User Testing Methods
1. Think-Aloud Protocol Users verbalize thoughts while interacting. - “I see a light… I think that means… let me try pressing this…” - Reveals mental models and confusion points - Best for: Usability, learnability
2. A/B Testing Compare two versions with different users. - Version A: Reminder at fixed time (8am) - Version B: Reminder after wake-up motion detected - Measure: Adherence rate, user preference - Best for: Feature decisions, optimization
3. Usability Metrics Quantify the user experience. - Task success rate: Can they complete the goal? - Time on task: How long does it take? - Error rate: How often do they make mistakes? - Satisfaction score: How do they rate the experience?
4. Field Testing Deploy in real environment for extended period. - Natural context reveals issues lab testing misses - Longer duration exposes reliability problems - Best for: Real-world validation, durability
1635.5.2 Interpreting Test Results
Validation vs Invalidation: | Finding | Interpretation | Next Step | |———|—————|———–| | Users complete task successfully | Feature validated | Proceed to implementation | | Users struggle but eventually succeed | Usability issue | Iterate on design | | Users can’t complete task | Concept invalidated | Return to ideation or definition | | Users don’t want the feature | Wrong problem | Return to empathy |
Example Test Results: Smart Pill Bottle
| Test | Target | Result | Decision |
|---|---|---|---|
| Understand LED meaning | >90% correct | 65% correct | ❌ Revise visual design |
| Set reminder time | <2 minutes | 4.5 minutes | ❌ Simplify setup flow |
| Take pill when reminded | >85% adherence | 94% adherence | ✅ Core value validated |
| Would recommend to others | >4.0/5 | 4.3/5 | ✅ Pass |
| Battery lasts >30 days | >30 days | 25 days | ❌ Needs improvement |
Key Insights: 1. Success: Audio reminder works—users hear and respond 2. Failure: Setting timer too complex—need simpler UI 3. Failure: Battery life insufficient—optimize sleep mode 4. Pivot Decision: Simplify timer setup, extend battery before manufacturing
1635.6 Knowledge Check
1635.7 Common Pitfalls
The Mistake: During ideation, one idea seems obviously perfect. The team stops generating alternatives, builds prototypes for only that idea, and ignores test feedback that suggests problems.
Why It Happens: First ideas feel like breakthroughs. Generating more ideas seems wasteful when “we already have the answer.” Sunk cost fallacy kicks in after building the first prototype.
The Fix: Enforce rules: Generate at least 20 ideas before discussing any. Build at least 2-3 different concept prototypes. Use “Devil’s Advocate” role to challenge the favorite idea. Set explicit criteria for “kill” decisions before testing.
The Mistake: Building a polished, expensive prototype before validating the core concept. Teams spend weeks on PCB design and 3D-printed enclosures when a paper mockup would have revealed the concept doesn’t work.
Why It Happens: Engineers want to build “real” things. Stakeholders want impressive demos. Teams confuse prototype fidelity with project progress. Fear that “rough” prototypes won’t get fair feedback.
The Fix: Match fidelity to learning goal. Ask: “What’s the cheapest thing we can build to answer our current question?” Rule: No functional prototype until paper prototype validates concept with 5+ users. Budget prototyping phases separately to prevent over-spending early.
1635.8 Summary
- Ideation Techniques: Brainstorming (quantity), Crazy 8s (rapid visual), mind mapping (connections), and SCAMPER (systematic modification) generate diverse solution concepts
- Impact/Effort Matrix: Prioritize “Quick Wins” (high impact, low effort) first; avoid “Time Sinks” (low impact, high effort)
- Prototype Fidelity: Paper (concept), breadboard (technical), Wizard of Oz (interaction), functional (full experience) - start with the cheapest level that answers your current question
- User Testing Methods: Think-aloud (mental models), A/B testing (comparisons), usability metrics (quantification), field testing (real-world validation)
- Test Interpretation: Task success validates features; struggle indicates usability issues; failure suggests wrong problem; rejection means return to empathy
- Iteration Mindset: Prototypes exist to learn and fail cheaply - building expensive prototypes before validating concepts wastes resources
1635.9 What’s Next
Continue to Implement and Iterate to learn MVP development approaches, iterative sprints, analytics monitoring, and continuous improvement strategies for IoT products.