Prototyping

A flow that can be clicked through settles an argument a static screen will otherwise keep having.

Scott sports prototype website

The cheapest mistake is the one caught in a prototype.

A prototype is the cheapest place to be wrong. For Scott Sports it was the entire deliverable: a design proposal for the online platform, handed over as something clickable rather than as a deck. A colleague took the experience, I took the interface. On longer projects it does quieter work. Flows go in front of real people before they go into a build, so what reaches development is what survived contact with someone who does not work on it.

Prototypes are cheap arguments. Instead of defending a concept in a slide deck, I put something clickable in front of the people who will use it and let their behaviour settle the discussion.

How I work

Four steps, run in short loops rather than one long waterfall.

  1. 01

    Sharpen

    The question the prototype has to answer gets written down first. One question, and one that can be answered. Without it, testing produces opinions instead of decisions.

  2. 02

    Build

    Real content, believable data, working navigation. Fidelity is set by the question: sometimes paper is enough, sometimes it needs to feel like production.

  3. 03

    Test

    Five to eight users is usually plenty. I moderate, the team watches, and everybody leaves the session with the same understanding of what just happened.

  4. 04

    Decide

    Findings, a recommendation and a revised prototype. The output is a decision with evidence behind it, not a document nobody reads.

In practice

A prototype is a question made clickable. I build them just real enough to get honest answers: real content, believable data, true motion.

The same prototype aligns stakeholders, tests with users and briefs development. One artefact, three jobs.

A man riding an air bike in a darkened gym, a trainer in an NLPT shirt standing beside him
Testing under real conditions
A cook working at a pan while a camera operator and a second crew member film him
From sketch to interactive
What this covers

Not every project needs all of it. These are the parts.

Clickable flows in days: real content, real navigation, realistic data. Enough fidelity to get honest reactions before a line of production code exists. Fidelity is set by the question rather than by habit, so sometimes a rough flow is enough and sometimes it has to feel indistinguishable from the finished product.