Strong prototyping tool

4 years ago from Juan Gonzalez, Product designer

  • Marc EdwardsMarc Edwards, 4 years ago

    I’ve found that no single prototyping tool can do it all. And, that’s okay!

    For broader overviews and more common interactions, you’re likely best off with Flinto or Principle. If your design tool of choice has prototyping, I’d use that as the first option, until you need to do something out of scope for what it can handle.

    For more inventive and less common interactions, you may have to write code. In that case, I’d recommend Framer or Processing. Yes, Processing is actually amazing for this use! HTML/JS/CSS can also be good, if that’s something you’re familiar with.

    This may just be my opinion, but I like to keep prototypes pretty limited in scope — they’re either to demonstrate a high level overview of the app, or they’re to demonstrate a single, complex interaction. If you find yourself building the entire app with all kinds of animation and interactions for every screen, I think you’re misusing prototyping and likely redoing a lot of work that will be built easier and faster as final code by a developer.

    I’d also add that it’s okay for prototypes to be messy. Their job is to serve as a proxy that is just good enough, so the team can learn, and so decisions can be made. If you find yourself spending a lot of time building a perfect prototype, you may just be wasting time. A lot of the smaller details can be fixed later with the production code. Also, please take this advice with a grain of salt — I realise different scenarios and organisations have different constraints, and if you’re prototyping something that you will not be involved in building, then you may need to take the prototype a lot further.

    5 points
    • Juan Gonzalez, 4 years ago

      I agree with your point of view about not taking them too seriously. Thanks for your answer

      0 points