Definition
A prototype is an early model of a digital product that demonstrates how it will function and appear before full development. It can range from simple clickable wireframes to high-fidelity interactive simulations that closely resemble the final product. Prototypes help teams test ideas, validate assumptions, and gather user feedback early in the design process.
Unlike static wireframes, prototypes allow stakeholders and users to interact with features, navigation, and workflows. This interactivity makes them essential for evaluating usability and refining designs before committing time and resources to coding.
Advanced
At an advanced level, prototypes may include animations, micro-interactions, and simulated data to replicate the user experience. Tools such as Figma, Adobe XD, InVision, and Axure allow teams to build and test prototypes rapidly.
Prototyping is often integrated into iterative design processes such as design sprints or agile workflows. Advanced teams use prototypes not only for usability testing but also to validate technical feasibility and hand off specifications to developers.
Why it matters
- Allows testing of user flows before development.
- Identifies usability issues early in the process.
- Reduces costs by preventing rework later in development.
- Aligns stakeholders on a shared vision of the product.
Use cases
- Testing the navigation of a mobile app before coding.
- Simulating an e-commerce checkout process for usability feedback.
- Presenting interactive concepts to stakeholders for approval.
- Validating technical feasibility with development teams.
Metrics
- Task success rate in usability testing sessions.
- Time to complete core tasks in the prototype.
- Number of design changes identified before development.
- Stakeholder approval and alignment speed.
Issues
- Over-reliance on prototypes may delay actual development.
- High-fidelity prototypes can be mistaken for final products.
- Lack of testing reduces the value of prototyping.
- Poorly documented prototype feedback leads to repeated issues.
Example
A fintech startup creates a high-fidelity prototype of its mobile app for digital banking. Users test the account setup and fund transfer features in the prototype. Feedback highlights confusion in the transfer flow, leading to design changes before launch. This saves the company time and reduces development costs by avoiding rework.