Prototyping
What is prototyping?
Prototyping is the process of creating interactive models of a product or flow so you can test ideas, validate user flows, and get feedback before building. Outputs range from clickable wireframes to high-fidelity simulations. See Prototype for the artefact.
Use it when: you have a flow or concept you want to validate with users or stakeholders before committing to code. Prototyping answers “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 for structure and flow; high for visual and copy feedback.
- [ ] Scope – Only the screens or steps needed to test that question.
- [ ] Who will use it – Users for usability testing; stakeholders for alignment.
Why prototyping matters
- Reduces risk by testing before you code.
- Makes ideas concrete so teams and users can react to something real.
- Surfaces problems when they’re cheap to fix.
- Speeds alignment and decision-making.
What good prototyping includes
Checklist
- [ ] Focused – Built to answer one or two questions, not to show everything.
- [ ] Interactive enough – Users can complete the flow you’re testing.
- [ ] Appropriate fidelity – Low when testing structure; higher when testing look, feel, or copy.
- [ ] Documented – What you tested, what you learned, what you’ll change.
- [ ] Iterative – Build, test, learn, refine. See iterative design.
Common formats
- Low-fidelity: Clickable wireframes or sketches. Use for structure, navigation, and flow.
- High-fidelity: Looks and behaves like the product. Use for visual feedback, copy, and final usability testing.
- Paper: Quick and cheap for early ideation; not for remote testing.
Examples
Example (the realistic one)
You want to test whether users can find “upgrade” and understand pricing. You build a clickable prototype in Figma: homepage, pricing page, one “after upgrade” screen. No real payment. You run 5 usability tests; 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; feedback is scattered. → Do this instead: define what you’re testing and build only what’s needed.
- High fidelity too early: feedback focuses on colour and copy when you needed flow. → Do this instead: start low-fi; increase fidelity when the question demands it.
- No user testing: prototype is only for internal review. → Do this instead: put it in front of users; see usability testing.
- Confusing with MVP: a prototype simulates; an MVP is a real product. → Do this instead: use prototyping to learn; use MVP when you’re ready to ship and learn from live use.
Prototyping vs. related concepts
- Prototyping vs wireframing: wireframing produces static structure; prototyping adds interaction. Wireframes often feed into prototypes.
- Prototyping vs MVP: MVP is a minimal but real product; a prototype is for testing and learning. When you’re ready to learn from real use, build an MVP.
- Prototyping vs mockup: a mockup is usually static; a prototype is interactive. Prototypes show how it works; mockups show how it looks.
Related terms
- Prototype – the artefact you create when prototyping.
- Wireframe – often the first step before a clickable prototype.
- Usability testing – run tests with your prototype.
- Iterative design – prototype, test, learn, repeat.
- Design thinking – prototyping is a core phase.
- User flow – map the flow, then prototype it.
- Minimum viable product – when to move from prototype to real product.
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. Read Prototype for the full checklist.