Creative agency glossaryWeb, UX/UI, and Design

Prototyping

Prototyping is the practice of building early, simplified versions of a design, from paper sketches to clickable mockups, so ideas can be tested and improved before the real thing is built.

What is prototyping?

A prototype is a question you can hold. Instead of describing how a page, an app or a flow would work, a team makes a version of it, just real enough to try, and watches what happens. Prototypes range in fidelity. A low-fidelity prototype might be pencil sketches on paper that someone taps through while a designer swaps the pages. A mid-fidelity one is a set of gray boxes linked together in a design tool. A high-fidelity prototype looks and behaves almost like the finished product, with real content, motion and data.

Most digital prototypes today are built in Figma or similar tools, which let designers link screens, add transitions and share a working link with anyone. Some ideas only reveal themselves in code, such as a complex animation, a gesture or a page that depends on live data, so those are prototyped in the browser.

Why it matters

Why prototyping matters

Changes are cheap on paper and expensive in code. A prototype finds the confusing step, the missing screen and the button nobody sees while fixing them costs an afternoon instead of a sprint. It also settles arguments: a team debating two navigation ideas can put both in front of five people and stop debating. And it makes ideas legible to clients and stakeholders who cannot read a wireframe, because clicking through something is a different experience from being shown a picture of it. Many of the worst product decisions were made by people who approved a slide and never touched the thing.

In practice

How prototyping works in practice

  1. 01

    We prototype the riskiest part first. Before designing every screen, we build the flow the whole idea depends on, the sign-up, the booking, the player, and put it in front of real people with a task to complete. We watch, say little and note where they hesitate. Five or six sessions usually surface the biggest problems. Then we fix them and test again, raising the fidelity as the questions get finer.

  2. 02

    Fidelity is matched to the question. If the question is whether people understand the structure, gray boxes are better than polished screens, because people comment on the colors instead of the logic when they see a finished look. If the question is whether a motion feels right, it has to be prototyped at full fidelity, on the device it will run on. Most prototypes are thrown away once they have answered their question; that is what they are for.

Watch out

What people get wrong about prototyping

Polishing the prototype instead of testing it. A prototype that took three weeks to perfect is a design, not a prototype, and the team is now too attached to change it. Second, showing it to colleagues instead of users; colleagues already know how it is meant to work. Third, letting a high-fidelity prototype set expectations the build cannot meet. A prototype can fake data, speed and edge cases that the real product will have to handle honestly. And skipping it because the deadline is tight, which is precisely when a mistake found late costs the most.

Questions

People also ask

What is the difference between a wireframe and a prototype?

A wireframe is a static layout showing structure and where content goes. A prototype is interactive: you can click, tap or move through it. Wireframes are often linked together to become a low-fidelity prototype.

How many users do you need to test a prototype?

Five or six people performing realistic tasks will reveal most of the major usability problems in a round. It is better to test with five, fix, and test again than to test with twenty once.

What tools are used for prototyping?

Figma is the most common for digital products, with tools such as ProtoPie and Framer, or plain code, for more complex interaction. Paper and whiteboards are still the fastest tools for the earliest ideas.

Next to it in the glossary

  1. Portable Network Graphics (PNG)A PNG (Portable Network Graphics) is a lossless image format that keeps every pixel exactly as saved and supports transparency, which makes it the standard for logos, interface graphics and anything with a clean edge.
  2. Print DesignPrint design is the design of anything made to be printed, from posters, packaging and books to brochures, signage and stationery.
  3. Product DesignProduct design is the discipline of deciding how a product works, looks and feels, from the problem it solves to the details of its interface, so that it is useful to people and viable for the business.
  4. Responsive DesignResponsive design is an approach in which a layout adapts fluidly to the screen it is shown on, so the same content works on a phone, a tablet, a laptop and a large display.
  5. Responsive Web DesignResponsive web design is the method of building a single website whose layout, images and navigation adjust automatically to fit any screen, from a phone to a desktop monitor.
  6. Retail DesignRetail design is the design of physical stores and shopping spaces, combining layout, fixtures, lighting, materials, graphics and merchandising so that the space sells and expresses the brand.

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RIOT is a creative agency and production studio in New York. Strategy, brand, film, photography, design and the campaigns that carry them, made by one team. A few lines is enough to start: we read every brief the same day.

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