04 Prototyping Techniques
Updated 4 Oct 2026
Prototyping Techniques Summary
Introduction to Prototyping
- A prototype is an approximate (quick) version of a design
- Beneficial in early design stages before coding
- Helps test design hypotheses and get stakeholder feedback
- Facilitates iterative improvement through build → evaluate → learn cycle
Prototype Strategy
- Explore multiple prototypes rather than focusing on one version
- Prototypes should be easy to change and evolve (low fidelity → high fidelity)
- Focus on goals and prioritize them when conflicts arise
- Design exploration narrows as you progress
Prototype Characteristics
Interactivity Spectrum
- Watch only: Fixed prototype (video clip)
- Partially interactive: Pre-determined scenario prototype (1-n scenarios)
- Fully interactive: Open prototype (close to real interaction)
Fidelity Levels
- Low fidelity: Rough design with missing details, broader feedback
- High fidelity: Closer to final design, more detailed feedback
Why Start with Low Fidelity?
- Better perception from stakeholders
- Saves time
- Encourages creativity
Prototyping Techniques (Low to High Fidelity)
1. Storyboards
- Series of screen sketches showing a task
- Focus on interaction narrative, not UI details
- Should include:
- Setting (who, environment, task)
- Sequence (steps involved)
- Satisfaction (problem-solving)
- Should be quick (10-30 mins)
2. Paper-Based Prototypes
- Hand-drawn UI ideas on paper
- Tips for good paper prototypes:
- Keep it quick and simple
- Make copies and reusable widgets
- Be ready to simulate user interactions
- Use background elements for context
- Be creative with materials
Testing Paper Prototypes
- Select appropriate test users (not friends/family)
- Prepare typical usage scenarios
- Ask high-level questions about problem-solving
- Prioritize observations about user struggles
- One person facilitates while others take notes
Advantages
- Quick to create (hours)
- Allows multiple alternatives and iterations
- Can simulate most interactions
Disadvantages
- Testers can make mistakes
- Slower than actual app
- Doesn't look authentic
- Can be difficult for users without context
3. Wireframes
- More concrete UI specifications
- Defines relative sizes and locations
- Can be hand-drawn or created with tools like WireFrame Pro, Sketch, Adobe XD
4. Digital Mock-ups
- Created with software like Photoshop, PowerPoint, Figma
- Provides more detail-oriented feedback on fonts, colors, alignment
Special Prototyping Techniques
Wizard-of-Oz Prototyping
- Simulates system functionality without actual coding
- Human "wizard" operates behind the scenes
- Effective for testing AI, voice interfaces, etc.
- Requires defined scenarios and rehearsal
- Two roles: facilitator and wizard
Advantages
- Fast and cheap
- Allows testing multiple response variants
- Identifies bugs and issues
- Helps designers learn application logic
Disadvantages
- May simulate tech that's difficult to implement
- Wizard can make mistakes or be inconsistent
- Some functions are difficult to simulate
Video Prototyping
- Shows what using the design will be like
- Can range from informal to formal fidelity
- Effective for showing usage context
- Should include task steps, motivation, results
- Focus on design goals rather than video quality
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