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5. Prototyping & Tools

Purpose of These Notes

These notes explain: - how to choose and use prototyping tools - how to create high-fidelity digital mockups - how to make prototypes interactive for user testing - the difference between visual design and interaction design


Key Concepts

By the end of this topic, you must understand:

  • High-fidelity prototype: A digital mockup that closely resembles the final product
  • Interaction design: How users interact with elements (clicks, hovers, transitions)
  • Prototyping tools: Software used to create mockups (Figma, Adobe XD, InVision)
  • Component/pattern library: Reusable design elements for consistency

Prototypes are working models. They should be testable and interactive, not static images.


Core Explanation

From Wireframe to Prototype

Wireframe (low-fidelity): Black boxes and text showing structure Prototype (high-fidelity): Realistic visual design with real colours, typography, and spacing

Wireframes test structure. Prototypes test the complete user experience.

Prototyping Tools

  • Pros: Cloud-based (no installation), free tier, collaborative, great for interaction design
  • Cons: Requires internet, learning curve for interactions
  • Best for: Teams and students who want to share work easily

Adobe XD

  • Pros: Integrated with Creative Suite, powerful interactions, desktop or cloud
  • Cons: Subscription required, steeper learning curve
  • Best for: Students with Adobe access via school

InVision

  • Pros: Excellent for prototyping and user testing, good collaboration tools
  • Cons: Paid plans, smaller community than Figma
  • Best for: User testing and feedback collection

Hand-Drawn + Digital Annotation

  • Pros: Fast, low pressure (less attachment to ideas)
  • Cons: Hard to test interactivity, difficult to iterate
  • Best for: Early exploration or if you lack access to tools

Creating Effective Prototypes

Components and Patterns

Reusable design elements ensure consistency:

  • Button component: Define a "Primary Button" once; reuse it throughout the site
  • Card component: Define a "Product Card" layout; duplicate for all products
  • Colour palette: Define primary, secondary, and neutral colours; apply consistently

Benefits: - Changes to a button automatically update everywhere - Consistency reduces cognitive load for users - Faster to design (less repetition)

Interaction Design

Interactions explain how users navigate and get feedback:

  • Hover state: Button changes colour on mouse hover (feedback that it's clickable)
  • Click state: Button changes while being clicked (confirms action)
  • Transition/Animation: Smooth movement between screens (explains what happened)
  • Feedback: Form validation message appears (tells user if input is correct)
  • Error state: Input field turns red with error message (alerts user to problem)

Example: A button's interaction flow

Normal state: Blue button, "Sign Up"
        ↓ (user hovers)
Hover state: Darker blue, cursor changes to pointer
        ↓ (user clicks)
Active state: Button slightly pressed/inset
        ↓ (form submits)
Success state: Green checkmark, "Welcome!"

Each state provides feedback.

Prototyping for User Testing

An interactive prototype allows users to: - Click buttons and navigate between screens - Fill out forms - See feedback and error messages - Experience the flow without code

Creating Interactive Prototypes in Figma

  1. Design all screens: Home, Product page, Checkout, Confirmation
  2. Add interactions:
  3. "Home" button links to Home screen
  4. "Add to Cart" button shows Cart screen
  5. Form submit button shows Confirmation
  6. Add transitions: Define how screens appear (fade, slide, etc.)
  7. Share prototype: Click "Share" and give user a link
  8. Collect feedback: Watch users navigate; note confusion points

Testing Your Prototype

What to Look For

  1. Can users find key elements?
  2. Can they locate the booking button?
  3. Can they understand what each button does?

  4. Is the flow logical?

  5. Are steps in a sensible order?
  6. Do users know what to do next?

  7. Are there confusing elements?

  8. Where do users click wrong?
  9. Where do they get stuck?

  10. Does the design feel professional?

  11. Is alignment consistent?
  12. Does colour scheme feel cohesive?
  13. Is text readable?

Worked Example: Conceptual Reasoning

Scenario: Creating a high-fidelity prototype for an e-commerce site.

Step 1: Design one screen (Product page) - Header with logo and navigation - Large product image - Product name and description - Price and ratings - "Add to Cart" button - Footer

Step 2: Apply visual design - Colour scheme: Dark blue (trust) + bright green (action) - Typography: Bold sans-serif headings, regular serif body text - Layout: Image left, details right (common pattern) - Spacing: Consistent margins and padding

Step 3: Create components - "Primary Button" (bright green, bold label) - "Product Card" (image + name + price) - "Review Stars" (5 stars, user review)

Step 4: Duplicate screens - Product Page 1 - Product Page 2 - Product Page 3 (All use same components; changing the button style updates all three)

Step 5: Add interactions - Product image: Clicking it opens a lightbox with larger image - "Add to Cart" button: Navigates to Cart screen - Navigation links: Link to different product categories

Step 6: Test with users - Share the interactive prototype - Watch users browse products - Note: Do they click the product image? (If not, the image needs to look more clickable) - Note: Can they find the price easily? (If not, make it larger or more prominent)

Step 7: Iterate - User feedback reveals the "Add to Cart" button is too small - Update the button size in the "Primary Button" component - All products instantly show the larger button (no manual updates needed) - Re-test with another user


Common Misconceptions

Misconception 1: "My prototype needs to be pixel-perfect"

Why it's wrong: Pixel perfection takes forever. For testing, close is good enough. Refine after feedback.

Correct thinking: Prototypes are for testing ideas, not showing finished polish. Get feedback first; refine later.

Misconception 2: "I'll add interactions later"

Why it's wrong: Testing a static prototype misses interaction problems. Users won't understand what's clickable.

Correct thinking: Add interactions as you prototype. It reveals usability issues early.

Misconception 3: "I should design every page"

Why it's wrong: You don't have time. Design the key user flows (browsing, checkout, etc.); use placeholder screens for others.

Correct thinking: Design critical paths. For other pages, a wireframe or quick sketch is enough.

Misconception 4: "Tools matter more than design thinking"

Why it's wrong: A beautiful Figma file with bad UX is still bad UX. The tool is just a means.

Correct thinking: Design thinking (research, iteration, user-centeredness) matters most. Tools are secondary.


Assessment Relevance

In AS91901, you must submit:

  • High-fidelity prototype as a Figma file, Adobe XD file, or interactive link (InVision, Figma Share)
  • Components and patterns documentation showing reusable design elements
  • Interaction documentation explaining how users navigate the prototype
  • Evidence of testing: Notes on what users clicked, what confused them, what you changed

In your design critique, your teacher will: - Click through your interactive prototype - Ask: "What happens when a user clicks this button?" - Watch: Do they get confused? Do they navigate as expected? - Verify: Are all screens accessible? Do all buttons work?

Your prototype must be testable, not just pretty.


External Resources

Figma

Adobe XD

Interaction Design

Videos


Key Vocabulary

  • Component: Reusable design element (button, card, input field)
  • Design system: Documented collection of components, patterns, and guidelines
  • Fidelity: Level of detail and realism (low = sketchy; high = realistic)
  • Interaction: How users interact with elements (hover, click, form input)
  • Interactive prototype: Working model where users can click and navigate
  • Lightbox: Modal that displays content (usually images) over the page
  • Responsive design: Design that adapts to different screen sizes
  • Reuse/Duplicate: Copying a component so changes propagate automatically
  • State: Visual appearance of an element in different conditions (hover, active, disabled)
  • Transition/Animation: Smooth movement or change between states

Next Steps

You now understand how to create interactive prototypes. In the next topic, User Testing & Usability Evaluation, you'll learn how to test your prototypes with real users and collect actionable feedback.


End of Topic 5: Prototyping & Tools