Hello, welcome to this lesson on prototyping. Prototype is a mock-up or sample version of a final product, which UX teams use for testing before launch. The goal of a prototype is to test and validate ideas before sharing them with stakeholders and eventually passing the final designs to engineering teams for the development process. Prototype is created during the design process, and the goal of the prototype is to test the flow of a design solution and gather feedback on it from both internal and external parties before constructing the final product. Prototyping is an integral part of the design process for two key reasons. First, visualization. This is where prototypes help UX designers show stakeholders how the final product would look and function. And second is feedback. This is where prototypes generate feedback from team members as well as test groups of users. Potential customers can interact with a near final product and highlight areas that are less than user-friendly. The design team can then iterate the design before the product team rolls out the final product, thus saving the company both time and money. There is no single right way to construct a prototype. The type and fidelity of each prototype are at the discretion of the UX designer. Typically, a designer determines the fidelity of a prototype depending on the stage of the design process, the available resources, and the goals for the prototype. Fidelity refers to how close a prototype is to the final product. A sketched prototype is a low-fidelity prototype, while a coded HTML and CSS prototype has very high fidelity. Low-fidelity prototyping is a quick, simple way of evolving a design idea into a somewhat more tangible representation of a software product. The goal of a low-fidelity prototype is to outline a product's flow and test the usefulness and usability of its function. Thus, Low-fidelity prototypes are not as visually refined as high-fidelity prototypes. Examples of low-fidelity prototypes include sketches, paper prototypes, and even click-through prototypes. High-fidelity prototypes are more advanced than their low-fidelity counterparts. They're more aesthetically pleasing and their function is closer to that of the final product. You'll typically create high-fidelity prototypes further along in the design process, once the team has a firm grasp of what they want the finished product to embody. High-fidelity prototypes are sometimes better for usability testing than low-fidelity prototypes. Examples of high-fidelity prototypes include interactive prototypes, digital prototypes, and coded prototypes. You'll typically create interactive prototypes later in the design process once a product's design and functionality is fairly well established. Because interactive prototypes are more realistic than low-fidelity prototypes, they're better for soliciting feedback and doing usability testing. The most common type of high-fidelity prototype is a digital prototype that is developed using prototyping software that lets UX designers create aesthetically rich, interactive, and even animated product prototypes of a user interface that is almost ready for implementation. We discussed some common tools for UX design earlier in this course. Adobe XD is a great prototyping tool since many UX designers are already familiar with Adobe software. So the learning curve for XD would be much less than tackling one of the other applications like Figma or Envision if you've never used them. At the beginning of the design process, product teams form ideas that revolve around solving a user's problems. Sometimes product teams skip right into developing a product without doing adequate user testing. When this happens, a waterfall design process is often followed, and all significant resources go into developing the actual product. Sadly, when this process is followed, shortly after product release, many teams realize that their designs have no traction with real users. Prototypes are essential for identifying and solving user pain points with participants during usability testing. Testing prototypes with end users enables UX teams to visualize and optimize the user experience during the design process. Engineering is expensive, and making changes to a final product is often not as straightforward as teams anticipate. So, finding and fixing errors during the design process is critical. Prototypes have four main qualities. First is representation. The prototype itself, whether it be paper or mobile or HTML, and desktop. Second is precision. This is the fidelity of the prototype, meaning its level of detail, low fidelity or high fidelity. Third is interactivity. This is the functionality is open to the user. It's fully functional, partially functional or view only. And fourth is evolution. The lifecycle of the prototype. Some are built quickly, tested, thrown away, and then replaced with an improved version, known as rapid prototyping. Others may be created and improved upon, ultimately evolving into the final product. Remember, while there are best practices for prototyping, the type and fidelity of the prototype you should create ultimately depends on product specifics and the UX designer's preferences. In the next lesson, we'll talk about the benefits of prototyping. So stay tuned! Thank you for watching this lesson on prototyping.