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MAKING A DESIGN MOVE<br />
Prototyping is all about getting a good feel for how a product will actually perform if it’s<br />
built as you’ve designed it. Functioning prototypes are vital for testing how interactions<br />
will actually be used and for interpreting user feedback through the usability LEMErS—<br />
how learnable, efficient, memorable, error-free, and overall satisfying the product really is.<br />
The biggest difference between wires and prototypes is motion, and that is such a large<br />
part of what sets digital products apart that to not take advantage of the opportunity to see<br />
your design actually in motion before you complete it would be a travesty. Don’t shy<br />
away; it’s also lots of fun.<br />
I have found prototyping to be the most creative and enjoyable part of my job.<br />
Toiling away on making an interactive model and then testing it with users is at the very<br />
heart of UX, and the benefits in time and money saved in the actual building of the<br />
product are enormous. That doesn’t mean that all prototypes have to be time-consuming to<br />
create, or even have a great degree of fidelity to the look and feel of a product. Don’t think<br />
of prototypes as simply the fulfillment of your design, the translation of it into an<br />
interactive model. Think of them as part of the process of crafting your design.<br />
I make two basic kinds of prototypes, for different purposes. The first is an<br />
interactive prototype, which I use for getting feedback from my team and for user testing,<br />
and most often includes only limited visual design. The second is actually a video showing<br />
how the product will work, which I use for stakeholder reviewers and which is created in<br />
collaboration with the visual design team.