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Prototype is the set of cues that tell people what they can do next and why it makes sense. When it's strong, users move fast and feel confident.
Definition
Plain-English definition
Prototype is the set of cues that tell people what they can do next and why it makes sense. When it's strong, users move fast and feel confident.
Why it matters
It shapes trust. When the interface keeps its promises, people keep moving.
Real-world example
A primary button that looks disabled but still works, or a menu icon with no label.
Full explanation
Prototype is one of those UX words that sounds abstract until you see it in the wild. It's the relationship between what a user expects and what the interface actually does. If the interface keeps its promises, users trust it. If it surprises them in the wrong way, they stop exploring. Trust is the currency here.
Here's a quick gut check for Prototype: could a first-time user explain what to do without help? If not, the design is asking them to learn the system instead of helping them finish the task. That's a bad trade. Good Prototype makes the next step obvious and the outcome feel earned.
If you're unsure, ask a real user to try it cold. Their pause is your answer. The best version feels boring in a good way. Users get what they need and move on. You don't need perfection; you need a path that makes sense the first time through.
If you're unsure, ask a real user to try it cold. Their pause is your answer. The best version feels boring in a good way. Users get what they need and move on. You don't need perfection; you need a path that makes sense the first time through.
Here's a quick gut check for Prototype: could a first-time user explain what to do without help? If not, the design is asking them to learn the system instead of helping them finish the task. That's a bad trade. Good Prototype makes the next step obvious and the outcome feel earned.
If you're unsure, ask a real user to try it cold. Their pause is your answer. The best version feels boring in a good way. Users get what they need and move on. You don't need perfection; you need a path that makes sense the first time through.
Here's a quick gut check for Prototype: could a first-time user explain what to do without help? If not, the design is asking them to learn the system instead of helping them finish the task. That's a bad trade. Good Prototype makes the next step obvious and the outcome feel earned.
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