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UX Design Process · Designing Solutions

Interactive prototypes

Reading45mLesson 2 of 3 in this module

Link your screens into a clickable prototype in free Figma so people can try the flow before anything is built.

Why it matters

A wireframe shows a screen. A prototype lets someone use it. When people tap through a prototype, they reveal problems no static picture can: buttons they do not notice, steps they did not expect, and moments where they do not know what to do next. A prototype is also the clearest way to explain a flow to stakeholders and developers. Clicking through takes a minute; reading a spec takes much longer.

The core idea: just enough to answer a question

A prototype is a question in disguise. Before you build one, write what you want to learn: "Can people split a bill unequally without help?" Then build only what is needed for that question. A prototype does not need every screen, real data or working logic. It needs the path being tested, plus enough surrounding screens that people do not hit a wall immediately.

Prototypes come in fidelities too:

  • Paper prototype: hand-drawn screens; a person plays "the computer" and swaps paper when the participant taps. Very fast and surprisingly effective.
  • Clickable wireframes: grey-scale screens linked with hotspots.
  • High-fidelity prototype: close to the real look, with transitions and realistic content.

Prototyping in Figma (free plan)

Figma's free Starter plan includes prototyping. The basic steps:

  1. Frames are screens. Put each wireframe in its own phone-sized frame (Frame tool, then choose a phone preset).
  2. Switch to Prototype mode. In the right-hand panel, open the Prototype tab.
  3. Add connections. Select a button or hotspot; drag the small circle that appears onto the destination frame. Each connection is an interaction: a trigger (On click/tap), an action (Navigate to) and an optional animation (Instant, Dissolve, Smart animate).
  4. Set a starting point. The first frame of the flow becomes the flow's starting point. You can have several flows in one file.
  5. Add back navigation. Connect back arrows using the "Back" action so people can recover.
  6. Present. Press the play button to preview, or share the prototype link with test participants.

Keep transitions simple ("Instant" or "Dissolve"); fancy animations take time and rarely answer your question.

Worked example: the bill-split prototype

Question: Can people split a bill unequally and send requests without help?

Screens needed: Bill detail, Split (equal), Split (edit amounts), Split (totals do not match error), Review, Confirmation, plus a simple Home so participants have a realistic start.

Connections:

FromHotspotTo
HomeNotification card "Internet bill added"Bill detail
Bill detail"Split this bill"Split (equal)
Split (equal)"No" radioSplit (edit amounts)
Split (edit amounts)"Send requests"Split (error)
Split (error)"Fix amounts"Review
Review"Send requests"Confirmation

Notice the trick in row 4: the prototype cannot calculate, so the first press of Send always shows the error state. In a test, you set up a scenario ("Leo owes 20, the others share the rest") that leads people to that state naturally. Prototypes often fake logic with extra frames like this.

Making prototypes testable

  • Use realistic content that matches your test scenario (names, amounts, dates).
  • Make sure every visible button on the tested path does something, even if it only shows a "Not part of this test" message. Dead buttons confuse participants and spoil data.
  • Put a frame number or name on each screen in the file so you can follow along during a test.
  • Click through the whole prototype yourself, then ask one person to try it before a real session.

Common mistakes

  • Prototyping everything. Weeks spent wiring an entire app. Build what answers the question.
  • Polishing before testing. High fidelity too early makes it painful to change.
  • Hotspots that are too small or missing. Participants tap a label instead of the button; nothing happens; the test stalls.
  • No way back. Without back links, one wrong tap ends the session.
  • Testing the prototype tool instead of the design. If people are confused by the prototype's limits, say so up front and design the scenario around them.

Quick recap

  • A prototype lets people use a design so you can watch what happens.
  • Start from a question and build only the screens and links needed to answer it.
  • In Figma: frames as screens, Prototype tab, drag connections, set a starting point, present.
  • Fake logic with extra frames, make every visible control respond, and pilot before testing.

Try it

On the Do tab you will turn your wireframes into a clickable prototype and pilot it with one person.

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