Individual skill

prototyping

Use this skill whenever the design has unknowns that need testing — when a sketch could resolve a debate, when assumptions about user behavior could be checked cheaply, when a high-fidelity build would benefit from a low-fidelity draft first. Trigger when planning research, when scoping a new feature, when stakeholders want to see something concrete, or when the team is stuck arguing about an approach. Prototyping is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) and one of the highest-leverage process principles — the cheapest prototype that resolves the question is almost always cheaper than the consequences of skipping it.

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# Prototyping

Prototypes are simplified and incomplete models of a design used to explore ideas, validate assumptions, refine specifications, and test functionality before committing to full implementation. The discipline is matching prototype fidelity to the question being asked — paper sketches answer structural questions cheaply; coded prototypes answer performance questions but cost more. Picking the right fidelity for each question lets teams iterate fast where it matters most.

## Definition (in our own words)

A prototype is a deliberately incomplete version of a design built to answer a specific question that wasn't answerable from specifications alone. Prototypes range from paper sketches (minutes to make, structural questions only) to working code (days or weeks, real-world behavior questions). They are throwaway by intent — the team learns what they need to learn and moves on. The book identifies three kinds — *concept*, *throwaway*, and *evolutionary* — each suited to different questions.

## Origins and research lineage

- **Engineering practice** — prototypes have been used since the industrial revolution. Wright brothers built and tested over 200 wing prototypes before the Flyer.
- **Software engineering** — Frederick Brooks' *The Mythical Man-Month* (1975, 1995) and Barry Boehm's spiral model (1986) both emphasized prototyping as risk reduction.
- **Lidwell, Holden & Butler** (2003) compactly distinguish three prototype kinds: concept (exploratory), throwaway (specific question), evolutionary (incremental refinement toward the final).
- **Tom Kelley & David Kelley** at IDEO, *The Art of Innovation* (2001) and *Creative Confidence* (2013). Codified prototyping as core to design thinking; "fail fast" via cheap prototypes.