The Ultimate Guide To Prototyping
The Ultimate Guide To Prototyping
0. Introduction 6
For beginners, you’ll learn the many different tactics and processes
for prototyping and why prototyping is required for crafting memo-
rable product experiences. For more advanced readers, you’ll learn
how to select the right fidelity and prototyping tool and where pro-
totyping is headed in the future.
You’ll find that we’ve also analyzed prototyping best practices from
companies like Buffer, Apple, Google Ventures, ZURB, Groupon,
IDEO, Virgin America, and dozens others. We’ve made this book
Introduction 7
We’d love your thoughts on what we’ve written, and feel free to
share with anyone who might find this helpful.
Happy prototyping,
Jerry Cao
co-written by Kamil Zieba & Matt Ellis
Introduction 8
Source: UXPin
A Practical Look at Prototypes 11
try on clothes before buying them and test-drive cars before signing
the check, then it only makes sense to test your designs interactively
before they go into development. Interaction, after all, is how users
access the design solutions to their problems.
• Quick & efficient usability testing – The earlier you have a live
interactive design, the sooner you can test it with the people who
matter most: your users. It’s difficult to gauge authentic reactions
with static designs, but prototypes actually tease out real user
behavior. Users don’t look at designs, they use them. Prototypes
let you test how your design actually works, not just how it looks.
acts with the interface and reacts to the on-screen feedback (wheth-
er it’s simple messages, modal windows, or transitional animations).
When a developer plays with a prototype, they can start envisioning
how the system must be built to fulfill the experience.
As the Founder and CEO of Emmet Labs, David Yerba, puts it, pro-
totyping “gets the right people in the room communicating in the
right ways.”
In UXPin, collaborating on prototypes is natural thanks to the live presentation and collaboration
features. With iteration tracking and live commenting, wireframes and prototypes can be dis-
cussed and presented in real time without any need for email.
A Practical Look at Prototypes 16
Long story short, the prototyping phase was when we were able to
merge our conceptual goals with our practical reality. It was when
visual design and interaction design came into balance.
The reason we divide the tasks into wireframes, mockups, and pro-
totypes is because each has a different purpose.
• Set up the right test – There are many different types of usabil-
ity tests and many different ways to conduct them. Choose the
A Practical Look at Prototypes 20
Takeaway
The benefits far outweigh the costs: better collaboration among the
team, finding/fixing problems early, improving existing designs, and
communicating through action rather than words. These advantag-
es are well worth the extra time and effort.
Traditional Prototyping
Methods and Tools
The Non-digital Methods of Paper Prototyping and Wizard of Oz
Whether you prefer working with your hands or are just a techno-
-phobe (though if the latter’s true, you might be in the wrong indus-
try), there are ways to build a prototype that don’t require much
technology or money.
make them quite useful in the early stages of design. We’ll explain
the advantages and disadvantages of both methods and how you
should use them.
Paper Prototypes
Draw out sketches for the sake of exploring your own ideas, then
run a quick hallway usability test with 3-5 people. Afterwards,
you can move to a digital platform for wireframing and high-
er-fidelity prototyping.
Traditional Prototyping Methods and Tools 26
3. Process
Don’t let the scissors and the pretty colors fool you – paper proto-
typing isn’t just fun and games. Whether you’re creating one for
your team, for usability testing, or for a stakeholder presentation,
your paper props should be both professional and functional.
Though the technique has been around since the 1980s and has
had different variations, there are some standard practices to
follow. Justin Mifsud, UI Designer and Owner of UsabilityGeek,
explains these steps in a post for his site:
Traditional Prototyping Methods and Tools 27
If you’d like to learn more, check out this video showing how
you might explain a paper prototype to stakeholders. Then, get
started with these printable templates.
Wizard of Oz Prototypes
“Pay no attention to that man behind the curtain,” you tell your
stakeholders right before you blow their mind with a stellar pro-
totype that, technically, doesn’t exist. In our industry, this is called
Traditional Prototyping Methods and Tools 28
the Wizard of Oz, an illusion of what the final product will look
like and how it will work, but without it really looking or working
like that... yet.
The Groupon prototype wasn’t very pretty, but it let the team test
the same functionality that is at the core of the current site. It is
important to note, however, that this approach requires more
human resources than other methods (like paper prototyping),
and everyone needs to work in synch or you’ll suffer from slow
response times (which ruins the illusion).
and never promise more than you can deliver. To learn more, you
can check out this practical guide by the Stanford HCI Group
on creating and testing Wizard of Oz prototypes
Takeaway
In the next chapter, we’ll look at some of the most popular methods
of creating digital prototypes.
Digital Prototyping
Methods and Tools
The different ways to build a ready-to-use digital prototype
Asking What’s the best way to prototype? is like asking What’s the
best way to make a website? – there is no single “best” way. Each in-
dividual prototype, like each individual website, has its own styles,
objectives, and strategies. What works well for a cloud CRM website
might not work as well for an ecommerce business.
Presentation Software
Let’s take a look at the pros and cons so you can make an educated
decision.
• Familiarity – You know the basics, and it’s not that hard to learn
more advanced features like animations, slide transitions, and
linking slides for interactions.
• Non-stock element libraries – It’s not easy finding the right ele-
ment libraries (if they exist at all). Unlike dedicated prototyping
tools, presentation libraries aren’t updated as frequently and
their quality usually isn’t as good.
• Low cost (aside from time) – There’s many free HTML text edi-
tors, but you’ll need to spend some time learning the language
before it’s helpful.
• Engineering – Two more weeks after the first pass, the team had
a working version of their app, though rough. Working with en-
gineering helped curb the glaring technical problems.
After creating the first version of the app in a little over a month,
ZURB used the time they saved for final refinements.
These tools vary in their capabilities, with some being better at-
tuned to certain situations than others, so it’s best to find the one
best suited to your needs. To start on your search, you can check
Digital Prototyping Methods and Tools 39
• Element libraries – While tools like Invision work great for quick
clickable prototypes that link together multiple screens with sim-
ple interactions (like click and hover), other tools like JustInMind,
JustProto, and UXPin come with built-in element libraries (and
let you create your own for repeated use).
• Built-in collaboration – First, make sure the tool you select has
basic commenting and resolving comments capabilities. Secondly,
the tool needs to be able to allow collaborative editing and shar-
ing of prototypes (as links). Finally, revision history and cloud
storage simplifies your workflow by making it device agnostic.
While UXPin and Invision are the most robust, JustInMind, Just-
Proto, Flinto, and Marvel also have some level of collaboration.
Takeaway
You must consider the specifics of both the product and the design
team. Which platforms and methods are the designers and devel-
opers best at or most comfortable with? What are the specific goals,
time frames, and limitations involved with the product you’re work-
ing with. Knowing where you’re going is the most important part
– we’re just explaining the different routes to get there.
What we came up with are 9 guidelines that can help you prototype,
no matter what method you choose.
their goals. And the only way they can do that is by interacting with
your content.
Source: UXPin
For example, take a look at the above layout. It might look fine
right now, but what if you drop in your final copy afterwards and
you find that your entire layout must shift? That may then affect
your visual hierarchy, which of course affects how someone would
interpret and interact with your prototype.
When possible, try to at least get a head start on the content before
the design is in a near-finished state. Even playing around with
rough text is better than defaulting to Lorem Ipsum content and
assuming that the real content will flow into your prototype as
fluidly as water.
10 Prototyping Best Practices 45
Participatory design builds user input into the actual design pro-
cess. This can be done any number of ways, including usability tests,
brainstorming sessions, paper prototyping exercises, etc.
The idea is that the users offer insight into how to improve the UX
that the designers wouldn’t have thought up on their own. One of
the greatest misconceptions about participatory design is that the
designer must hand over the reins to inexperienced amateurs, a
common concern that is dispelled by Beaudouin-Lafon & Mackay
in Prototyping Tools and Techniques.
That’s not always easy, especially when you work hour after hour
hammering out details on one specific page. Luckily, creating per-
sonas and user stories will help you focus on the journey and not
just the steps. Remember whom you’re designing for and recall
their behavior in any number of scenarios.
Related to the previous tip about flow, less clicking means less fric-
tion, which means better flow.
10 Prototyping Best Practices 47
The 3-Click Rule may have been around for so long that it’s taken
as truth, but it has been called into question, specifically by David
Hamill in this UX Booth piece. It was once believed that a web page
should not be more than 3 clicks away from any other page on that
site.
Over a decade ago, before the rule was even popularized, Joshua
Porter called it “well-intentioned but misguided.” The consensus
is that the rules for user flow don’t have be as rigid as “3 clicks or
else,” but each click must feel as effortless as possible.
As you can see in the below example from Web UI Patterns 2014,
the airline booking process can’t really be completed in 3 clicks or
less. But when you can’t shorten the line, it’s not a bad idea to make
the wait more pleasant. Virgin America’s stepped form design and
simple aesthetics make the process feel much easier than it is.
For example, let’s look at these series of clicks during when signing
into Chase to redeem my rewards for cash:
3. The rewards page loads. I see options to either Use Points or Earn
Points. I click on Use Points.
4. Once the point redemption page loads, I can see how many points
are available and how many I can redeem. In this case, I know
that I still need to rack up more points.
More than 3 clicks are required, but each of the clicks requires very
little effort. Each click also moves the user forward a step on their
path to the goal. Now, if you were adamant about the 3-click rule,
you might make one of the top-level navigation labels “Use Your
10 Prototyping Best Practices 50
Elements like animations can be put off to the end of the design pro-
cess – which is acceptable, so long as you don’t forget about them.
As we mention in Web UI Best Practices, these may seem extraneous,
but certainly are not; they serve the function of revealing content
in a charming and delightful manner.
... but often varies based on the project’s needs, resources, and lim-
itations. No matter what method you use, though, starting with a
rough sketch is a quick and inexpensive way to help organize your
thoughts and turn abstract ideas into something concrete. Mike
Rohde talks in-depth about it in this article for A List Apart.
Obviously, a lo-fi prototype can let you get away with minimal or
no coding. A paper prototype requires no coding whatsoever, and
could be an easy way to clearly express your ideas to a developer
who knows code better than you do.
10 Prototyping Best Practices 53
You can still build a hi-fi prototype without code, too. Tools like
UXPin, Invision, and Axure are designed to facilitate the design
process without bogging you down with additional concerns like
coding. The point is, don’t use an aversion to code as a reason for
not prototyping.
Don’t forget that prototyping is a means to an end, not the end itself.
It can be tempting to get caught up in making the perfect prototype,
but that only postpones development on the real product.
While you don’t want to rush the prototyping phase – iterating and
refining should come naturally – you also don’t want to hold on too
long. Some of the minor hang-ups can be perfected during devel-
opment, so only prototype the serious concerns.
Takeaway
Maybe these tips are new to you. Maybe you’ve heard them over
and over by this point. In either case, the important thing is that
they’re fresh in your head during the prototyping process, because
there’s a reason that this is the advice that designers find most
helpful.
In the next two chapters, we’ll explore how you can start prototyp-
ing with your existing Photoshop and Sketch files.
Wireframing & Prototyping: The
Past, Present, and Future
Where These Design Methods Came From, and Where They’re Going
The old way of doing things – the Waterfall method where design-
ers hand off a fully fleshed-out comp to a developer and say “good
luck” – is coming to an end. In a post heralding the end of the “PSD-
era,” Brad Frost, Web Designer, Blogger, and Speaker, writes that
Wireframing & Prototyping: The Past, Present, and Future 58
the Waterfall method makes less and less sense given the variety
of devices on the market.
1. Agile UX
A methodology following the Agile Manifesto, Agile UX is essen-
tially a movement to unify designers and developers into the Ag-
ile development process. Its supporters follow these guidelines:
2. Lean UX
Originating from the Lean Startup methodology, the Lean UX
school of thought believes that a company must release a prod-
uct that fills a previously researched niche, and it must do it as
quickly as possible (with minimized waste) in order to survive.
While Agile is more focused on getting the product to market,
Lean UX shows us that shipping the product is only the start.
Wireframing & Prototyping: The Past, Present, and Future 60
Agile UX is the ‘how’ of product design while Lean UX focuses on the ‘why’.
tweet this
In fact, Jeff Gothelf, the godfather of Lean UX, even says that
Lean UX is “inspired by Lean and Agile development theories.”
The bottom line is that it’s not really that important whether you
choose Agile or Lean UX, but that the “work smarter, not longer”
approach behind both methodologies are driving today’s rapid
prototyping movement.
and developed.
1980 ▶ The first, basic digital prototypes – resembling flow charts –
arise thanks to visual programming advances.
1985 ▶ Paper prototyping is integrated for usability testing and con-
cept sharing.
1985 ▶ The Waterfall method is modified to incorporate Iterative
and Incremental Development (IID).
1986 ▶ The first visualization and design software is developed.
1986 ▶ Adobe Illustrator
1987 ▶ MS PowerPoint
1990 ▶ Adobe Photoshop
1992 ▶ MS Visio (originally Shapeware; acquired by MS in 2000)
1988 ▶ The Spiral Model of software development is popularized.
We’ve read that 2014 has been referred to by some as the Year of
Interaction Design Tools. In the post, Emelyn Baker, Designer at Bloc
explains the “blossoming” community of prototyping tools and lists
the ones available today, including our own UXPin. The surprising
number of tools on the market – most of which blur the line be-
Wireframing & Prototyping: The Past, Present, and Future 66
The old ways are only getting older, and static designs and the Wa-
terfall method are slowly becoming things of the past (in fact, even
POP is digitizing paper prototyping). The new wave of prototyping
tools brings with it a new era of democratized design. Specialized
prototyping apps have popularized two critical updates to the de-
sign process:
• Rapid Prototyping – The future of prototyping will see more of
the prototype, refine, repeat method for improved functionality
earlier in the design process. Considering that some prototyping
tools support the full spectrum of design (from static to interac-
tive), there is now little excuse not to practice rapid prototyping.
Takeaway
This tutorial shows you how to do all that with UXPin. Once you’ve
imported your Photoshop file into UXPin, it’s easy to add interac-
tions & animations and then use our Live Presentation tool to host
Source: UXPin
Creating Interactive Prototypes from Photoshop Files 70
Before we start off with the tutorial, I’d like to show you the result
we are going after – check out the preview.
Index
For this example, we will import a Photoshop file from our free
Web UI Kit into UXPin.
1. Sign in to your existing UXPin account (or sign up for a free trial)
5. The file will likely export to the desktop. Your new file has a .uxpin
extension.
6. Return to UXPin and either create a new project or click into your
existing project.
Creating Interactive Prototypes from Photoshop Files 75
7. Once you’re in the project, drag and drop your .uxpin file into
UXPin.
8. Once the file is loaded, feel free to rename and then click Save.
Creating Interactive Prototypes from Photoshop Files 76
9. Done! All the elements of your Photoshop file are preserved. Feel
free to click around and add interactions.
Creating Interactive Prototypes from Photoshop Files 77
To set your first interaction, click “Lightning bolt” icon. The “Link”
button is a shortcut to linking UI elements to pages. Below that,
“Recently Created” is a list that shows you any recently created in-
teractions in your design.
Creating Interactive Prototypes from Photoshop Files 78
There are two ways of picking the element that should be affected
by the interactions – you can either choose it from the list of all
elements, or use your cursor to draw a hotspot on the design.
Creating Interactive Prototypes from Photoshop Files 80
• Animations: linear, ease in, ease out, ease in out, fade, slide.
Creating Interactive Prototypes from Photoshop Files 81
Here we’ll cover how to make a button that changes style when
your mouse hovers over it. We’ll also show how to make that same
button trigger a scroll to the next section when you click the button.
For this example, we’ll look at the “Learn more” call-to-action.
As you can see below, the buttons will switch with interactions,
however they will remain in the same position, so that’s how we
have to put them on the prototype. Using the layers editor, you can
stack them in the right order – keep the one that shows by default
on top, and the one showing on hover below that.
Creating Interactive Prototypes from Photoshop Files 82
Now we just need to make the page scroll to the next section upon
clicking the orange “Learn More” button. And let’s not forget that
the orange button needs to be hidden on mouse out so that the de-
fault transparent button can reappear (in case you scroll back up).
Creating Interactive Prototypes from Photoshop Files 83
To scroll to the next section when you click the orange button, make
sure your interactions menu looks like this:
To hide the orange button, make sure your interactions menu looks
like this:
Creating Interactive Prototypes from Photoshop Files 84
To make the transparent button show when you mouse out (in case
you scroll back up), set up your interactions menu like this:
If you like, you can use different animations. For me, the choice was
fade with ease in/ease out for mouse actions and linear animation
on scroll.
Click the first button in our prototype to see the effect, or click the
image below to show the interaction as a GIF in a new window.
Creating Interactive Prototypes from Photoshop Files 85
Next we will take care of the third section of the prototype, which is
the sign up form. I’ll show you how make it smoothly appear when
the window is scrolled to a certain level of pixels.
Scroll down in our prototype to see the effect, or click the image
below to show the interaction as a GIF in a new window.
Creating Interactive Prototypes from Photoshop Files 86
Since we’ve introduced a form in our prototype, why not make the
inputs interactive to complete the experience?
Choose inputs from the library of elements (tip: hit cmd/ctrl+f and
type “input”), style it accordingly and place it where you want cus-
tomers to sign up. You don’t need to set any interactions for allow-
ing typing inside the inputs or switching to the next one by the tab
key – that’s already included. So basically, if you just want the inputs
to be ready for inserting text, you’re all set!
Other than that you can come with some additional interactions
of your own. I added a little trick to the input, making the “email”
caption disappear once you click on the input. I just placed a text
element underneath the input and added an interaction on the
input element.
Creating Interactive Prototypes from Photoshop Files 88
Fill out the form in our prototype and click “Sign Up” to see the
effect, or click the image below to show the interaction as a GIF in
a new window.
To hide the signup form when the signup button is clicked, make
sure your interaction menu looks like this:
To show the “thank you slide” when the signup button is clicked,
make sure your interaction menu looks like the below. Then you’re
all done!
Creating Interactive Prototypes from Photoshop Files 90
1. To see the interactions, click the play button in the upper right
hand corner. This will open the Preview Mode.
2. You’re in the preview mode, so check out the results of your work:
Creating Interactive Prototypes from Photoshop Files 91
So there you have it, a step by step process to turn your current
Photoshop file into a fully interactive prototype. Plus, your entire
team can comment and collaborate.
You’re deep in Sketch working on your design and now want to take
it to the interactive stage. But you want to do it quickly, without
code, while preserving all of your layers. Your team also needs to
be able to comment directly on the prototype. Sounds tough, right?
It’s actually quite easy.
We’ll show you how simple it can be to turn your Sketch files into a
fully interactive prototype with a simple drag & drop. Within UXPin,
your team can also comment directly on the design.
How to Create Interactive Prototypes From Sketch Files 93
Once you’ve imported your Sketch file into UXPin, it’s easy to add
interactions & animations and then the Live Presentation tool to
host a screenshare meeting to unveil your new design. There are
currently 11 triggers and 20 element actions, allowing for many
custom advanced interactions.
Take a look at the overview video and then check out our tutorial
below (or follow along on the blog post).
For this example, we will import a Sketch file from our free Web UI
Kit into UXPin. As an introductory tutorial, we’ll just work on add-
ing a simple scrolling interaction. Once you get the hang of it, you’ll
be able to add interactions to the rest of your elements in no time.
1. Sign in to your existing UXPin account (or sign up for a free trial)
5. The file will likely export to the desktop. Your new file has a
.uxpin extension.
6. Return to UXPin and either create a new project or click into your
existing project.
How to Create Interactive Prototypes From Sketch Files 97
7. Once you’re in the project, Drag and drop your .uxpin file into
UXPin.
8. Once the file is loaded, feel free to rename and then click Save.
How to Create Interactive Prototypes From Sketch Files 98
9. Done! All the elements of your Sketch file are preserved. Feel free
to click around and add interactions.
How to Create Interactive Prototypes From Sketch Files 99
1. Click on the display header, then click Properties. Once the menu
shows up, make sure you click the eye icon to hide the header and
check fixed position.
How to Create Interactive Prototypes From Sketch Files 100
2. Click the lightning bolt icon, then click NEW INTERACTION. Once
the dropdown menu loads, click Window is scrolled to.
3. After you click Window is scrolled to, set the pixels to 100px. Then,
select Show element as the element action. Finally, make sure your
animation settings are fade, linear, and 300 ms.
How to Create Interactive Prototypes From Sketch Files 101
1. To see the animation, click the play button in the upper right hand
corner. This will open the Preview Mode.
2. As you scroll down, the header will animate and appear. You can
try it here in this preview.
How to Create Interactive Prototypes From Sketch Files 102
So there you have it, a step by step process to adding a quick inter-
action to your Sketch file. Feel free to repeat the process with differ-
ent elements and interactions to create a fully animated prototype.
Your entire team can also comment and collaborate.
We only showed one example of an animation. In UXPin, you can
make your Sketch prototype come to life with different animations
from the 11 triggers and 20 action events.