The Prototype
Most teams build prototypes to validate what they hope is true.
This is backward.
A prototype is a structured attempt to disprove what we assume is true.
We build prototypes not to show what we know, but to discover what we do not yet know. Please read that again because it changes things.
In practice, this means our prototypes should eliminate weak ideas quickly and move us on to ideas with traction as efficiently as possible.
I grew up inside company cultures that were obsessed with prototyping. There was freedom to live with ideas before they were declared correct or directional. With that amount of latitude early in my career it shaped how I approach decision making in a significant way. And while I come from the softgoods product industry, prototyping is not confined to physical objects.
We can prototype a presentation. I often voice record a draft presentation and listen to it while running so I trick my brain into thinking it is a podcast. It works surprisingly well.
We can prototype a team workflow by adjusting physical layout, redefining meeting touchpoints, and observing how behaviour shifts.
We can prototype a decision through pushing ourselves to explore all angles of a scenario and running experimental conversations before we commit.
The challenge is how do we create something convincing enough that people (or ourselves) momentarily step into a new future and respond honestly?
To achieve that, a prototype needs a few things.
It should look and feel as real as possible within the constraints of time. A good prototype must feel real enough to suspend disbelief.
It should answer a focused question(s) without consuming resources in the wrong direction.
It should be disposable. It will likely fail or break, so it can’t be precious. What counts as precious depends on the resources available, which is why clarity around resource allocation matters before we begin.
The prototype must stand on its own. When we bring prototypes to our target audience we want responses without cues from the delivering team. No leading explanations or justification.
Yes, prototypes are often made with our hands. There is enormous value in physically making something ourselves. It sharpens judgement and forces decisions. But there is also a strategic choice. Sometimes the most effective prototype is built by the most talented craftsperson or manufacturer available. If a colleague can produce something more convincing, faster and with greater fidelity, that may be the smarter move. The goal is not authorship but efficient learning.
In the physical product world, retrofits are some of the most powerful prototypes. Integrating new technology into an existing style can create something that feels immediately legitimate and therefore elicits more natural feedback.
We also need discipline in how we test and track our iterations. That means defining in advance how we will gather data and feedback, and planning the resources to run controlled lateral tests on a single hypothesis before committing to design iterations.
Some usability research shows that five well-designed prototype tests uncover roughly 85 percent of the key insights needed to move forward with traction. Not three. Not twenty. Five. After that, returns diminish quickly. The sixth or seventh test may confirm patterns identified in the first five. Rarely does the twentieth reveal something fundamentally new.
When the goal is rapid learning, we must resist the temptation to overwork safe ideas or polish what already works. Instead, we direct our limited time and energy toward the assumptions with the highest uncertainty and the greatest potential impact.
“A prototype gives us a glimpse into a possible future.”
~ Tim Brown, IDEO



