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NotesDesign TechnologyTopic 2.2Physical vs virtual
Back to Design Technology Topics
2.2.34 min read

Physical vs virtual

IB Design Technology · Unit 2

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Contents

  1. 1What a prototype is for
  2. 2The purposes of prototyping
  3. 3Choosing the form
  4. 4Exam-style question
The big idea: A prototype exists to answer a question before the product is committed to.

It can be physical or virtual (digital) — and which one you need depends entirely on what the question is.

Six real design questions, with a tick against whichever form can actually answer each.

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Why designers prototype at all

1

To test an idea

Does the concept work? A prototype turns an opinion into an observation — and it does so while the answer is still cheap.

2

To gather feedback

Users cannot react to a description. Put something in their hands and they will tell you things no interview would have reached.

3

To communicate

A prototype settles arguments inside a team, and convinces clients and manufacturers in a way drawings do not.

4

To find problems early

Every fault found on a prototype is a fault not found in production, where it costs a tooling change rather than an afternoon.

In product development: Prototyping is not one step in the process — it runs through it. Early prototypes decide what to make; late ones decide whether it can be made.

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Only physical

  • Weight, balance and fatigue over time
  • Texture, grip, temperature
  • The sound and feel of a catch
  • Anything the body judges

Only virtual

  • Comparing forty variants
  • Forces inside a part
  • Anything needing a change to be free
  • Testing before any material exists

Both, in sequence

  • Structural failure — predict, then prove
  • Assembly fit — simulate, then build
  • Reach and clearance — model, then check
  • Simulate to narrow, build to confirm
The trap: Answering "virtual is cheaper, so use virtual". A simulation tells you a handle weighs 180 grams. It cannot tell you whether that is tiring after ten minutes — and that was the question.

Three ways to model a design

1

Graphical model

Sketches and drawings in 2D or 3D. The first concept model of an idea is usually graphical: it lets the designer visualise and communicate the idea to the team or a client.

2

Physical model

A model you can hold and use: clay, card, foam, a scale model, a mock-up or a prototype. A full-size seat mock-up lets real users sit in it and say what is wrong.

3

Virtual model

A CAD model on screen (surface or solid), often with simulation. Many variants can be tried and shown to users before anything is built.

4

Prototype or mock-up?

A prototype works: it can carry out the tasks the final product will. A mock-up only looks and feels like the product; a scale model is a different size.

Step diagram: the question decides the model: share an early idea with a graphical model, compare many versions with a virtual model, test how it feels and works with a physical model.
Ask what the model must answer; the answer names the kind of model.

How this is tested — explaining the purpose of prototyping and choosing a form for a question. It comes up two ways:

Paper 1 — multiple choice

  • Identify whether a stated question needs a physical or virtual prototype.
  • Pick the purpose a described prototype serves.

Paper 2 — analysing a product

  • Explain the purpose of prototyping in developing a named product.
  • Explain why a designer would use both forms on one product.
The trap: Listing what each form is, rather than what each can answer. A question always states a purpose — match the form to the purpose.
IB-style questionExplain[4 marks]

A company is developing a lightweight folding bicycle helmet. Explain why it would use both virtual and physical prototypes.

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how a prototype could be used to evaluate the accessibility of a door entry keypad for wheelchair users. [2 marks]

Related Design Technology Topics

Continue learning with these related topics from the same unit:

2.1.1Designing with empathy2.1.2The five stages of UCD2.1.3Multidisciplinary teams2.1.4Research methods
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Improve your exam techniqueCommand terms, paper structure, and mark-scheme tips for Design Technology
Previous2.2.2Drawing to communicateNextTesting with physical2.2.4

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