Prototype
What is a prototype?
A prototype is a working model of a product or feature that you can use to test ideas and get feedback before building the real thing. It can be rough (paper, clickable wireframes) or close to final (high-fidelity); the point is to learn and iterate cheaply.
Use it when: you have an idea or flow you want to validate with users or stakeholders before committing to build. Prototypes answer “will this work?” and “where does it break?”.
Copy/paste checklist (before you prototype)
- [ ] What we’re testing: One question or assumption (e.g. “Do users understand this flow?”).
- [ ] Fidelity: Low (sketch/boxes) for structure and flow; high (looks real) for visual and copy feedback.
- [ ] Scope: Only the screens/steps needed to test that question.
- [ ] Who will use it: Users for usability; stakeholders for alignment. Don’t overbuild for the wrong audience.
Why prototypes matter
- Reduce risk by testing before you code.
- Make ideas concrete so teams and users can react to something real.
- Speed up alignment and decision-making.
- Surface problems when they’re cheap to fix.
What a good prototype includes
Checklist
- [ ] Focused – built to answer one or two questions, not to show everything.
- [ ] Interactive enough – users can complete the flow you’re testing (even if it’s just key clicks).
- [ ] Appropriate fidelity – low when testing structure and flow; higher when testing look, feel, or copy.
- [ ] Documented – what you tested, what you learned, what you’ll change.
Common formats
- Low-fidelity: sketches, wireframes, simple click-throughs. Use for structure, navigation, and flow.
- High-fidelity: looks and behaves like the product. Use for visual feedback, copy, and final usability checks.
- Paper: quick and cheap; good for early ideation and co-design. Not for remote testing.
Examples
Example (the realistic one)
You want to test whether users can find “upgrade” and understand the pricing tiers. You build a clickable prototype in Figma: homepage, pricing page, and one “after upgrade” screen. No real payment. You run 5 usability sessions; the prototype is enough to see where people get lost. You iterate on the prototype, then hand the validated flow to development.
Common pitfalls
- Prototyping everything: no clear question, so feedback is scattered. → Do this instead: define what you’re testing and build only what’s needed for that.
- High fidelity too early: you get feedback on colour and copy when you needed flow feedback. → Do this instead: start low-fi; increase fidelity when the question demands it.
- Treating it as the spec: prototypes are for learning, not necessarily the final design. → Do this instead: use prototype learnings to inform the real build; don’t assume every detail is final.
- Confusing prototype with MVP: a prototype simulates; an MVP is a real product people use. → Do this instead: use MVP when you’re ready to ship and learn from live use.
Prototype vs. related concepts
- Prototype vs wireframe: a wireframe is a static layout (often low-fidelity); a prototype is interactive. Wireframes can be the basis of a prototype.
- Prototype vs MVP: a prototype is for testing and learning; an MVP is a minimal but real product in users’ hands. When you’re ready to learn from real use and data, build an MVP.
- Prototype vs mockup: a mockup is usually a static visual; a prototype has interaction (clicks, flows). Mockups show “what it looks like”; prototypes show “how it works”.
Related terms
- Wireframe – often the first step before a clickable prototype.
- Usability testing – run tests with your prototype.
- Design thinking – prototyping is a core phase.
- Iterative design – prototype, test, learn, repeat.
- Minimum viable product – when to move from prototype to real product.
- User research – prototypes are a key research stimulus.
- User flow – map the flow, then prototype it.
Next step
Choose one flow you’re unsure about, build a low-fidelity clickable prototype (even 3–5 screens), and run usability testing with 5 users. Summarise what you learned and what you’ll change.