Prototyping Principles
Before Prototyping and Principles
Duration: 20–60 mins
After the workshops, you will take the results and design a high fidelity prototype. It needs to be exactly what has been agreed on during the workshops and contain no fundamental changes. Alterations and improvements in UX and visual style are acceptable if you can provide convincing reasons.
During the first Hypersprint, the project needs to be tested for product-market-fit within a few days. This means that the priority for the design work should be on creating a linear screen-flow in as little time as possible. Unless specified otherwise, please de-prioritise component libraries, complex prototype interactions and any (un-agreed) additions to the UX or visual design. The goal is to create a deceptively real-looking design of a product that doesn't exist.
It is important to design to this level of visual fidelity and not go further. Please see our past projects as examples for the level client's expectations.
Reference Material
Distraction-free Concentration
Background
Prototyping is intense — the best way to work without burning out is to use Cal Newport's principles of "Deep Work."
“Professional activity performed in a state of distraction-free concentration that push your cognitive capabilities to their limit. These efforts create new value, improve your skill, and are hard to replicate.” — Cal Newport, author of Deep Work
Implementing distraction-free concentration
If necessary tackle any shallow tasks or messages that are needed for the day. Close any applications or block mobile notifications that could interrupt your concentration. This might require pre-planning, such as:
Informing team members or significant others know you can't be reached
Setting up an emergency messaging app that people can ping you if you can't be completely switched off
Planning breaks and setting a time to enforce them.
Here's a tip from the co-founder of Deep Work Studio:
"As a general rule, I only complete urgent tasks to minimise the amount of work I'm doing during the day. If I can't complete them that day, or they take too long, I make sure they're on a list to be completed later. Completed or on a list, it clears the task from my mind." — Charlie Ellington
Limit your Workday
Background
Newport proposes that Deep Work is like a muscle, it can only do so many reps before exhaustion, fatigue and depleted results. A recovery time is required after pushing the limit.
Each individual will have their own fatigue level. Generally, we've found this to between 3-5 hours of Deep Work.
Block the diary as Deep Work
Calculate in breaks (recommend fresh air and exercise)
Stick to the time and have a hard stop.
The hard stop forces prioritisation.
Minimising Decision Fatigue
Background
You can only make so many decisions throughout a single day.
Implementing
Make as many decisions upfront about the design. This happens in three stages:
The Storyboard Session — As the designer on the collaboration, you need to enforce that all the content and decisions are made by the team during the storyboard. It is essential that you don't have to make these or fill in the gaps during the prototyping.
Creating the Work Environment —
This is covered in detail in the next section. It's essential as many decisions are made upfront so that whilst you're designing, you don't need to make them when you're fatigued from the workload.
Whilst Designing — With upfront decisions made on visual direction, don't worry about specific details. A button that is 20% perfect visually will not impact the design enough to warrant getting it to 80-100% perfect.
After The Prototyping Days
User Testing
During or after prototyping, the user researcher will prepare a script for the user interviews, based on your video walkthrough and the facilitators summary of the workshops. After they are done, they will share the script with the team, which will take a look and approve it.
Final Workshop
After the user testing is finished, the researcher writes a report to present in front of the client. Their report will contain the user feedback and everything the client needs to know to get an idea of how the product will be perceived on the market.
Handing Over The Design File
Make sure the Figma file has a reference to any licenses used — e.g. for iconography.
Last updated
Was this helpful?