Prototyping
Why Prototype?
Prototypes are the fastest way to test ideas, get feedback, and fail cheaply. Building the wrong thing in code is expensive. Building it in a prototype costs hours, not months.
The Cost of Not Prototyping
Example: Google Wave
Google spent 2 years building Wave without adequate prototyping and user testing. Launched to confusion, shut down after 1 year. Cost: Estimated $100M+
Lesson: A week of prototyping could have revealed users didn't understand the concept
Fidelity Spectrum
Low Fidelity (Hours)
Tools: Paper, whiteboard, basic wireframes
Purpose: Explore concepts, test basic flows
Best For: Early ideation, quick iteration
Example: Sketching 10 different homepage layouts in 1 hour to explore options
Medium Fidelity (Days)
Tools: Figma, Sketch, Adobe XD
Purpose: Test interactions, validate flows
Best For: Usability testing, stakeholder reviews
Example: Clickable prototype of checkout flow to test with users
High Fidelity (Weeks)
Tools: Figma with real content, Framer, code prototypes
Purpose: Test final design, developer handoff
Best For: Final validation, complex interactions
Example: Fully designed prototype with real data and animations
Paper Prototyping
Example: Hanmail's Mobile Email (2009)
Challenge: Design email for first iPhone in Korea
Method: Paper prototypes of different layouts
Process:
- Drew 20 different screen layouts on paper
- Cut out UI elements to rearrange
- Tested with users holding paper "phone"
- Iterated based on feedback in real-time
Result: Found optimal layout in 2 days vs weeks in Photoshop, launched successfully
Paper Prototyping Tips
- Use Templates: Print device outlines for scale
- Sticky Notes: Easy to move and replace elements
- Multiple Screens: Show different states
- Be the Computer: Manually swap screens as user "clicks"
- Take Photos: Document iterations
Digital Wireframing
When to Wireframe
- Testing information architecture
- Validating user flows
- Communicating with stakeholders
- Planning complex layouts
- Before investing in visual design
Example: Airbnb's Redesign Process
2014 Redesign: Complete platform overhaul
Wireframing Phase:
- Created 100+ wireframe variations
- Tested with users weekly
- Iterated based on feedback
- Only moved to visual design after flows validated
Time Saved: 6 weeks of wireframing prevented 6 months of redesigning high-fidelity mockups
Wireframing Mistakes
- Too Detailed: Defeats the purpose of low-fi
- Too Polished: Stakeholders focus on colors not structure
- Skipping It: Jumping to hi-fi wastes time
- Not Testing: Wireframes should be tested with users
Interactive Prototypes
Prototyping Tools
- Figma: Collaborative, web-based, great for handoff
- Framer: Code-based, complex interactions
- ProtoPie: Advanced interactions without code
- Principle: Animation-focused, Mac only
- InVision: Simple click-through prototypes
Example: Uber's Animated Prototypes
Challenge: Design new driver app with complex state changes
Approach: Built high-fidelity prototypes in Framer
Included:
- Real-time map updates
- Ride request animations
- Navigation state transitions
- Earnings calculations
Benefit: Engineers understood exact behavior, reduced back-and-forth by 70%
What to Prototype
- Happy Path: Ideal user journey
- Edge Cases: Error states, empty states
- Key Interactions: Novel or complex behaviors
- Transitions: How screens connect
- Responsive Behavior: Different screen sizes
Wizard of Oz Prototyping
What is Wizard of Oz?
Prototype appears functional to users, but a human is controlling it behind the scenes.
Use When: Testing AI, complex algorithms, or technical feasibility is uncertain
Example: IBM's Speech Recognition (1980s)
Challenge: Test if users would talk to computers
Prototype: Users spoke into microphone, hidden person typed what they said
Discovery: Users spoke differently to computers than to humans (shorter, clearer)
Impact: Informed speech recognition development, validated market need before building tech
Example: Zappos' MVP
Concept: Sell shoes online (1999, pre-ecommerce boom)
Prototype: Website with shoe photos
Behind Scenes: Founder went to shoe stores, bought shoes, shipped them
Purpose: Test if people would buy shoes without trying them on
Result: Validated demand before building inventory system, grew to $1B+ company
Code Prototypes
When to Code a Prototype
- Testing technical feasibility
- Complex interactions impossible in design tools
- Performance-critical features
- Real data integration needed
- Developer buy-in required
Example: Instagram's Filters
Early Prototype: Coded prototype with real image processing
Why Code: Needed to test filter performance on actual photos
Process:
- Built 20 different filters
- Tested processing speed on iPhone 3G
- Optimized algorithms
- User tested with real photos
Result: Filters became signature feature, validated before full development
Code Prototype Best Practices
- Throwaway Code: Don't expect to ship it
- Focus on One Thing: Test specific hypothesis
- Use Frameworks: React, Vue for quick UI
- Fake the Rest: Only code what you're testing
- Time-box It: 1-2 days max, then decide
Video Prototypes
Example: Dropbox's Explainer Video
Challenge: Explain file syncing concept (2008, before cloud storage was common)
Prototype: 3-minute screencast video showing how it works
Content:
- Demonstrated drag-and-drop
- Showed sync across devices
- Explained sharing
- Used humor and personality
Result: Beta waitlist went from 5,000 to 75,000 overnight, validated demand without building product
When to Use Video Prototypes
- Explaining complex concepts
- Showing service experiences (not just UI)
- Demonstrating physical products
- Pitching to stakeholders/investors
- Marketing validation
Prototyping for Different Audiences
For Users
Goal: Test usability and desirability
Fidelity: Medium to high
Focus: Realistic interactions, real content
Example: Clickable prototype with actual product photos for ecommerce testing
For Stakeholders
Goal: Get buy-in and feedback
Fidelity: High visual polish
Focus: Key screens, happy path
Example: Polished prototype showing main user journey for executive review
For Developers
Goal: Communicate behavior and specifications
Fidelity: High interaction detail
Focus: Edge cases, states, responsive behavior
Example: Prototype with annotations showing loading states, error handling, breakpoints
For Yourself
Goal: Explore and think through problems
Fidelity: Low, fast
Focus: Quantity over quality
Example: Quick sketches of 10 different approaches to a problem
Prototyping Workflows
Example: Spotify's Design Sprint Prototyping
Monday: Map problem and choose target
Tuesday: Sketch solutions individually
Wednesday: Decide on best solution
Thursday: Build high-fidelity prototype (8 hours)
Friday: Test with 5 users
Result: Validated or invalidated ideas in 1 week vs months
Rapid Prototyping Tips
- Reuse Components: Build library of common elements
- Use Templates: Start with existing patterns
- Fake Data: Lorem ipsum and placeholder images
- Focus on Core: Prototype critical path only
- Set Time Limits: Force decisions, prevent perfection
Testing Prototypes
What to Test
- Comprehension: Do users understand what it does?
- Usability: Can they complete tasks?
- Desirability: Do they want to use it?
- Feasibility: Can we build it?
- Viability: Will it achieve business goals?
Prototype Testing Pitfalls
- Over-explaining: Let users discover on their own
- Defending Decisions: Listen, don't justify
- Testing Too Late: Prototype early and often
- Ignoring Negative Feedback: Criticism is valuable
- Testing with Wrong Users: Use actual target audience
Advanced Prototyping (Staff/Director Level)
Prototyping at Scale
- Component Libraries: Reusable prototype components
- Design Tokens: Consistent styling across prototypes
- Prototype Systems: Templates and patterns for teams
- Automated Testing: Test prototypes with real users at scale
- Prototype to Production: Code that transitions to real product
Example: Google's Material Design Prototyping
Challenge: 100+ teams needed to prototype with Material Design
Solution:
- Built comprehensive Figma component library
- Created prototyping templates for common patterns
- Developed code components that match design
- Enabled teams to prototype in hours, not days
Impact: Prototyping speed increased 5x, consistency across products improved 90%
๐ Evolution of Prototyping
Pre-2000: Physical & Analog
Example: Paper sketches, foam models, HTML mockups
- Hand-drawn wireframes and storyboards
- Physical models for industrial design
- Static HTML pages linked together
- Weeks to create interactive prototypes
- Expensive to iterate and change
Pre-2023: Digital & Interactive
Example: InVision, Figma, Framer
- Click-through prototypes in minutes
- Animations and micro-interactions
- Share links for remote testing
- Version control and collaboration
- Responsive prototypes for multiple devices
2023+: AI-Assisted & Code-Based
Example: AI generates prototypes from descriptions, v0.dev
- AI creates prototypes from text prompts
- Real code prototypes that ship to production
- Voice-controlled prototype creation
- Automatic responsive behavior
- Live data integration in prototypes
Fun Fact
The first iPhone prototype was actually made of wood! Before Apple had working hardware, designers created wooden blocks the exact size and weight of the planned iPhone. They carried these "prototypes" in their pockets for weeks to test if the size felt right. Steve Jobs was famous for thisโhe'd prototype everything physically first, even if it was just foam or cardboard. He believed you couldn't truly understand a product until you could hold it!
โ ๏ธ When Theory Meets Reality: The Contradiction
Theory Says: Start with low-fidelity, gradually increase fidelity through testing
Reality: Some of the most successful products skipped prototyping entirely and launched with real code.
Example: Twitter's First Version
- Jack Dorsey coded the first version in 2 weeks
- No prototypes, no wireframes, no user testing
- Just built it and launched internally
- First tweet: "just setting up my twttr"
- Learned by watching real usage, not testing prototypes
Lesson: For technical founders who can code, sometimes building the real thing IS the fastest prototype. Prototyping tools can slow you down if you're already fluent in code. Know when to prototype and when to just build.
๐ Resources & Further Reading
Books
- Warfel, Todd Zaki. Prototyping: A Practitioner's Guide. Rosenfeld Media, 2009.
- Knapp, Jake, et al. Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days. Simon & Schuster, 2016.
- Gothelf, Jeff, and Josh Seiden. Lean UX: Designing Great Products with Agile Teams. 2nd ed., O'Reilly Media, 2016.
Articles & Papers
- Nielsen Norman Group. "Prototyping: Learn Eight Common Methods and Best Practices." https://www.nngroup.com/articles/prototyping-tools/
- IDEO. "The Field Guide to Human-Centered Design." https://www.designkit.org/resources/1
Tools
- Figma / FigJam - Design and prototyping
- Framer - Interactive prototyping
- ProtoPie - Advanced interaction prototyping
- InVision - Prototyping and collaboration