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UX Prototyping & Protopie

  • Principles
    • Educational
    • Figma Integration
  • Patterns, Pitfalls, Ploys
    • Patterns
    • Pitfalls
    • Ploys
  • More …
    • People-Centered Design
    • Thinking about AI
  • Principles
    • Educational
    • Figma Integration
  • Patterns, Pitfalls, Ploys
    • Patterns
    • Pitfalls
    • Ploys
  • More …
    • People-Centered Design
    • Thinking about AI

Rough, Rapid, Right

A key principle for all protoyping in product design is to be rough, rapid and right.

Rough means not to build anymore than is necessary for the current purpose.

Rapid means moving fast and being prepared to throw the prototype away quickly, once it has achieved its purpose.

Right means ensuring that the rough prototype rapidly built is capable of addressing the unknowns and answering the critical question.

Some purposes of prototyping

  1. Seeing how much can be fitted onto a screen and still be comfortably legible.
  2. Exploring whether users interpret the various interactive elements appropriately.
  3. Demonstrate that a flow (through the application) works and makes sense.
  4. Providing colleagues with an understanding of what ‘Done’ might look and feel like.
  5. Investigating whether users can navigate through the flow and complete their tasks.
  6. Enabling customers to see what new features might really mean in their day-to-day usage.

 

Whichever of these (or numerous other)purposes fits your reasons for building a prototype, this should guide you in terms of what rough, rapid and right might mean for you and this should lead you to see what tool is most appropriate.

Check if Protopie Connect is present

If you are building a prototype that depends upon Protopie Connect then it is a good idea to start by checking if Connect is actually present.

The wrong variable type

This pitfall is not a big deal, but it can waste you time as you try to track down why your variable seems to have the wrong value (or no value). It can also bite you in a formula where your variable is of the wrong type for the formula.

Sending messages to two places

Whilst it is important to be careful in sending messages to the right places, it is also very powerful to send a message to two different places at the same time (or maybe with a small delay).

Use overridable variables in components

By using an overridable variable in your components you can have many instances of the component in your scene, but with different values for the same variable.

Viewing variables within Components

The variable debugger doesn't work when the variable that needs to be viewed is inside a component. There are two relatively easy ways to deal with this.

Working with Components

Sending a message to another scene

This is a very easy mistake to make – sending a message to be picked up by a component, but one that you have in fact placed into a different scene. Although you can send to a different pie, you can't send to a different scene.

Put code inside components

Protopie code can get complex and hard to follow surprisingly quickly. Putting as much code as possible within your components can keep your main scenes simpler and cleaner.

Good Prototyping Practice

Use overridable variables in components

Arrays and multiple parameters

Why use Protopie?

Put code inside components

Sending a message to another scene

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