Prototyping

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14 Terms

1
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What is the main purpose of prototyping?

To reduce business risk by testing ideas before full development.

2
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Define “prototype” in UX design.

A simplified, testable version of a product that simulates functionality and flow.

3
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What is a “wireframe”?

A static layout showing structure and content placement without interactivity.

4
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What’s the key difference between a wireframe and a prototype?

Wireframes show layout; prototypes simulate interaction.

5
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Name two types of fidelity in prototypes.

Low-fidelity (sketches, wireframes) and high-fidelity (realistic, interactive).

6
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Give one example of low-fidelity prototyping.

Paper sketches or clickable mockups.

7
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Give one example of high-fidelity prototyping.

Interactive simulation with realistic data or animations.

8
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What tool is most used for collaborative prototyping?

Figma.

9
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What feature in Figma allows simulating pop-ups and tooltips?

Overlays and modals.

10
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How does prototyping improve collaboration?

It lets teams co-design and align expectations before coding.

11
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What should be tested first in prototypes?

The riskiest assumptions about user behavior or understanding.

12
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What’s the benefit of validating language in prototypes?

Ensures terms and labels match users’ mental models.

13
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Why simulate loading or empty states in prototypes?

To test how users perceive performance and avoid confusion.

14
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What’s the main takeaway from the lecture?

Don’t skip prototyping — it closes the gap between expectations and real user needs.