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High-Fidelity Prototyping in UX Design

Jun 4, 2025

High-Fidelity Prototypes in UX Design

Introduction to Prototypes

  • Prototype: An early model of a product demonstrating functionality.
  • Low-Fidelity Prototypes: Use content placeholders, focus on broad functionality.
  • High-Fidelity Prototypes: Detailed, interactive versions closely matching the final product.
    • Focus on both visual design and functionality.

Components of a High-Fidelity Prototype

  1. Visual Elements:

    • Colors, images, icons, typography.
    • Finalize written content, illustrations, graphics, and external links.
    • Use realistic placeholders if final content isn't ready.
  2. Navigation:

    • Critical for user flow and exploration.
    • Ensure buttons/icons (e.g., back arrows, exit buttons) are in place.
    • Check navigation effectiveness by asking:
      • How users move from screen to screen.
      • Ease of finding navigation icons.
      • Where the user journey ends.
  3. Interactivity:

    • Connect screens and add interactions.
    • Use gestures and motion to enhance user experience.

Creating a High-Fidelity Prototype in Figma

  1. Lay Out the Mockups:

    • Organize screens in the user flow order.
    • Copy mock-ups to a new page in Figma.
    • Arrange screens based on user journey.
  2. Connect the Screens:

    • Use prototype nodes to link elements.
    • Start with the first user action.
  3. Add Interaction Details:

    • Trigger: Type of interaction (click, tap, etc.).
    • Action: What happens on interaction (e.g., navigate to another frame).
    • Destination: The target screen or overlay.
  4. Adjust Animation:

    • Choose from Figma's 8 animations (e.g., slide in, instant).
    • Personalize the direction and feel of animations.
    • Test animations for a smooth user experience.
  5. Complete for All Screens:

    • Add gestures and motion consistently across the prototype.
  6. Share Your Work:

    • Use Figma's share feature to collaborate and get feedback.

Gestures and Motion in Design

  • Gestures: User interactions like tapping, scrolling, swiping.
  • Motion: Animating static elements to guide user focus and provide feedback.
  • Examples:
    • Tap (gesture) with motion to draw attention (e.g., add to cart animation).
    • Swipe (gesture) with motion for page transitions.

Accessibility in Gestures and Motion

  1. Alternative Options:

    • Provide non-gesture options (e.g., buttons instead of swipes).
  2. Speed and Duration:

    • Keep animations under 5 seconds.
    • Balance motion speed to avoid distraction.
  3. User Control:

    • Allow users to turn off or toggle motion features (e.g., autoplay).
    • Collaborate with product and engineering teams for implementation.

By considering these aspects, you can create inclusive and user-friendly high-fidelity prototypes. This approach ensures that your design is not only functional but also accessible to all users.