- The prototype allows the developer to explore and communicate ideas for
the final interface.
- The prototype simulates the look, feel and functionality of the actual system.
- It approximates, and tests, the final design.
- The purpose of a prototype is to gain insight into the interface/system
through user input and feedback. The value of using a prototype to simulate
functionality lies in the flexibility of the prototype. Prototypes can be
changed easily to reflect updates and to incorporate the result of testing
- Prototypes can range in detail from paper based sketches (low fidelity
prototypes) to almost fully functional software products (high fidelity prototypes).
- Whichever prototype you use - a low fidelity prototype or a high fidelity
prototype, remember that the purpose of a prototype is to approximate the
functionality and usability of the real system to: refine the design streamline
and refine the product in development create a finished product that meets
the needs of the user and client
- When you create a prototype you are creating a model of the system - you
are not making the actual system.
- Prototypes are created from the content and interaction defined in the flowchart
and storyboards.

- Prototypes are created to define one or more aspects of the system.
For example, prototypes can be created to define the look and feel (you have
been doing this). Prototypes are created to test design, functionality and
usability of one or more aspects of the system.
- Prototyping (modeling the system) differs from implementation (creating
the system) by cutting one or more corners.
- Prototypes :
- can be created for minimal cost (low end)
- are very flexible (can be easily modified)
- do not require specialist skills (low tech)
- can be simple (breadth) or complex (depth)
- can demonstrate complex interaction or scenarios.