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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