What is a prototype?
A tangible, partial version of a design idea made to explore how it might work and learn from people’s responses.
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What is a prototype?
A tangible, partial version of a design idea made to explore how it might work and learn from people’s responses.
What should guide the choice of a prototyping method?
Choose the simplest method that lets people meaningfully respond to the question you need to answer.
What does fidelity mean in prototyping?
Fidelity describes how closely a prototype represents the intended design in appearance, content, interaction, or function.
How should a team define its learning goal?
Turn an uncertainty into a focused question, such as whether a first-time visitor can find the correct appointment option.
What should a team do after testing a prototype?
Record evidence, unexpected reactions, and unresolved questions; then revise, test another version, or change the concept.
Which prototype methods can test whether a basic idea makes sense?
Use a sketch, storyboard, or concept card to explore whether the basic idea makes sense.
What prototype methods can test navigation through a sequence?
Paper screens, wireframes, or a clickable screen flow can help test whether people can navigate a sequence.
How can a team explore how an interaction might feel?
A role-play, scenario, or improvised service simulation can reveal how an interaction might feel.
What is a suitable prototype for testing an object's physical fit?
A quick model made from cardboard, foam, or similar materials can test physical fit or function.
What characterizes a low-fidelity prototype?
Low-fidelity prototypes are quick, inexpensive, and deliberately incomplete; examples include sketches, paper interfaces, rough models, and role-play.
What distinguishes a medium-fidelity prototype?
Medium-fidelity prototypes show more structure or detail, such as clearer layouts, sample content, or linked screens.
When is a high-fidelity prototype useful?
High-fidelity prototypes closely resemble the intended experience in appearance or behavior, helping test realistic interactions, visual details, or technical constraints.