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Favourite prototyping tools

3 years ago from , UI Designer

I know this is a question that's been asked a million times but I think it's good to keep track of new features for existing tools, ones which seem to have become stagnant and which ones we have tried and think we'll stick with.

In terms of rapid prototyping, I use InVision app but they seem to have stalled on development. One of the reasons I liked them was because they frequently released new features, now they seem to focus on other products which I'm not interested in, such as Craft. I tried to make the switch to Marvel but they too have stagnated. I would happily pay more for Marvel if they showed that they're keeping up with demand because I like their intuitive interface and InVision is expensive

As for tools that support more interaction and animation, I still haven't found one that is intuitive to use and allows for demonstration of all the features a website or app would realistically have. I don't really have time to code especially under tight deadlines, if I did I would use framer.

What tools do you use? Which are the easiest to learn? Which do you think you'll commit to until someone finally releases a tool that solves all of the problems we face?

9 comments

  • Leigh Wong, 3 years ago

    I personally use Mockplus + Marvel for rapid prototyping. Maybe this post will be helpful to you. This post has listed more than 20 different UX prototyping tools: https://goo.gl/Tzlig3

    1 point
  • barry saundersbarry saunders, 3 years ago

    you can actually use framer for rapid prototyping if you use this

    https://github.com/awt2542/ViewController-for-Framer

    I personally use Sketch + Invision for rapid prototyping because i can then use Invision for testing and feedback, but I also like Axure.

    0 points
  • Freckley Freckleson, 3 years ago

    I spent the day trying out 3 animation prototyping tools. In order of best to worst: Proto.io, Principle and Flinto. The last two work mostly with bitmaps which is inflexible and a bit dated I think. Proto, while far more expensive, is far superior to both of them, allowing for multiple states and conditional statements all with a visual interface. I was able to achieve what I needed in about 10 minutes while I couldn't work out how to do this simple task with the others.

    I find axure a bit bloated and overly complex though I like their responsive artboards. I've tried HTML but I spend so much time researching and looking at cheat-sheets that it's hardly worth it, pixate is only for mobile last I checked.

    There's a different tool for different needs and with all of them together we can achieve what we need to. Which is why I never use the team features that these products are so proud to release.

    0 points
  • Hans van de BruggenHans van de Bruggen, 3 years ago

    Principle has become my go-to tool. You can make a prototype as simple as a Keynote presentation is as much time, or dive in deep with the nitty-gritty of a microinteraction. Has the best effort/fidelity ratio of any tool I've used lately.

    0 points
    • Freckley Freckleson, 3 years ago

      I thought I liked principle but when you have multiple transitions, they get very hard to manage. To use keynote I would have to do some heavy shortcut customisation

      0 points
  • Aaron MartinAaron Martin, 3 years ago

    http://prototypingtools.co

    I use Pixate and Protopie because I'm fast in both.

    Use whatever app you're happy with and quick with until they shut down and then move on to the next app. The point of prototypes is speed and in getting an idea across. Not sure there is anything intrinsically more valuable in using one tool over another at this point in time.

    0 points
    • Freckley Freckleson, 3 years ago

      Yes sometimes as a product designer I can get lost in trying to find the perfect tools but in the end my goal is to get a feature out the door. We should do whatever is needed to communicate our designs, whether it's a hifi interactive, animated prototype or pen and paper. Thanks for reminding me.

      0 points
  • Jake FlemingJake Fleming, 3 years ago
    • HTML/CSS/JS for complex high fidelity prototypes (Takes a long time to get good at)
    • Marvel for lower fidelity interactions (Super easy to use/learn)
    0 points
  • Mike Sarcone-Roach, 3 years ago

    These days mostly HTML/CSS (hyperdev.com), but I do get down with Axure and Keynote on occasion.

    0 points