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Clickable Prototypes

Test it before you build it.

Interactive Figma or coded prototypes — high enough fidelity to put in front of real users, a sales prospect, or a sceptical stakeholder, without the cost of a real build. Find out whether the idea lands while changing it still costs an afternoon, not a sprint.

interactive prototype/test script/recorded sessions/findings you can act on
Something real to click — long before there's anything to ship.
01The idea

The cheapest place to learn an idea is wrong is before you build it.

Every team has shipped something that looked obvious on a whiteboard and confused everyone the moment it was real. By then the cost is sunk — weeks of engineering spent on a flow nobody needed. A clickable prototype moves that moment of truth forward: you put the interaction in front of real people while it's still made of pixels and link logic, when the fix is an afternoon instead of a sprint. High enough fidelity to test honestly, low enough that you can throw it away. The point isn't the prototype — it's the answer it gives you before the expensive part begins.

02The signs

Guessing is the expensive option.

Each of these is cheaper to answer with a prototype than with a build.

  • 01

    You need to test an idea before committing to building it

    Something clickable in front of real users, days from now — not after the build.

  • 02

    Sales wants to demo a product that doesn't exist yet

    A convincing happy path a prospect can walk through to gauge real demand.

  • 03

    Stakeholders argue with nothing to react to

    A concrete thing to click, so the room decides instead of imagining.

  • 04

    You're not sure the flow makes sense

    A real test with users that shows where they hesitate, before code locks it in.

  • 05

    An assumption is quietly driving the roadmap

    A round of testing that confirms it — or saves you a build that would've missed.

03What you get

Something to click, and an answer.

Not a pretty mockup — a prototype built to learn something specific from.

Interactive prototype
01

Interactive prototype

A clickable Figma or coded build — high enough fidelity to test for real.

Test script
02

Test script

Tasks and questions for user research, so every session asks the same thing.

Recorded sessions
03

Recorded sessions

The moments that matter, captured — so the team sees the problem itself.

Findings & next steps
04

Findings & next steps

What to keep, change, or cut — written plainly, with a clear call.

04The arc

From a hunch to a tested answer.

  1. 1Build
  2. 2Wire
  3. 3Test
  4. 4Learn
  5. 5Iterate

Each step earns the next: we build the screens, wire them into a flow that feels real, test it with the right people, learn where it works and where it doesn't, and iterate only where it pays off — sometimes the most valuable result is deciding not to build at all.

05The right fidelity

Just real enough to be honest.

Fidelity is a dial, and most teams turn it too far. We set it just high enough to make the test honest — grey boxes and real copy when we're checking a flow, pixel-perfect screens when we're testing trust or pitching a prospect — and no higher. Over-polishing a prototype quietly burns the time advantage that made prototyping worth doing in the first place.

  • Fidelity matched to the question
  • Real copy, not lorem ipsum
  • Realistic data where it matters
  • Polish only where the test will notice
Choosing prototype fidelity
Wiring an interactive prototype
06Wired to feel real

It has to behave, not just look.

A static mockup tells you nothing about whether a flow works. We wire the screens into real interactions — taps, transitions, states, and just enough logic that a person can move through it the way they would the finished product. When it responds like the real thing, people react like they would to the real thing, and that's where the honest feedback comes from.

  • Connected flows, end to end
  • Transitions and micro-states
  • Empty, loading, and error states
  • Enough logic to feel like the product
07Tested with real people

Put it in front of users.

We write a test script, recruit five to eight people who match your real users, and run the sessions — watching where they hesitate, what they expect that isn't there, and whether the core idea holds. You get findings written plainly and short recorded clips of the moments that matter, so the team sees the problem instead of taking our word for it.

  • A test script for consistent sessions
  • Participants matched to real users
  • Sessions run and recorded
  • Findings: keep, change, or cut
A user testing session
A team watching a user test a prototype
Learn it cheap now, or learn it expensive later.
08How we work

Built to learn, not to last.

01

Pin the question

We start with the decision you're trying to make — what you need to know before you'd commit to building.

02

Build the screens

Just the path the test needs, at the fidelity that question deserves — fast, and ready to throw away.

03

Wire the flow

Taps, transitions, and states, so a person can move through it the way they would the real product.

04

Test with users

A short script, the right participants, sessions recorded — watching where it works and where it breaks.

05

Hand back findings

What to keep, change, or cut, plus the clips that prove it — direction for whoever builds it for real.

09Right when

When the idea needs proof, not a build.

  • You want to test before you build

    An idea looks right on the whiteboard and you'd rather find out it's wrong now than after a sprint.

  • Sales needs a demo of something unbuilt

    A prospect wants to see it, a design partner wants proof — and the product doesn't exist yet.

  • Stakeholders are stuck arguing

    Everyone imagines it differently and nobody can decide, because there's nothing concrete to react to.

A prototype being demoed on a laptop
A user tapping through a prototype on a phone
10The toolkit

Tools chosen to answer, not impress.

Build
Figma/Coded/Realistic data/Right fidelity
Wire
Flows/Transitions/States/Logic
Test
Scripts/Recruiting/Sessions/Recordings
Learn
Findings/Clips/Recommendations/Next steps
11Questions

The things teams ask first.

Because building is the most expensive way to find out an idea is wrong. A clickable prototype lets you put the interaction in front of real users, a sales prospect, or a sceptical stakeholder in days, not the weeks or months a real build takes. You learn whether the idea lands while changing it still costs an afternoon — not a sprint. The cheapest place to learn an idea is wrong is before you build it.

Find out before you build.

Tell us the idea you're unsure about and who needs convincing — users, a sales prospect, or the people in the room. We'll build a prototype real enough to test, run it with the right people, and hand you findings you can act on — before the expensive part begins.