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nuAgility Glossary

What is a Mock Prototype?

A mock prototype is an early representation used to explore a product or service idea. The term is used loosely, so teams should identify whether they need a wireframe, visual mockup, interactive prototype, or physical model.


Why it matters


Choosing the right representation helps a team answer a specific question before committing to a full implementation.


How it works


A wireframe emphasizes structure, content, and navigation. A visual mockup explores appearance and presentation. An interactive prototype simulates behavior so people can try a proposed experience.


A physical prototype can explore form, fit, handling, or function. Its fidelity and construction method should match the question being tested; a rough model may teach enough before a more detailed one is justified.


State the question before choosing the tool. Observe people using or responding to the representation, record what the evidence suggests, and revise the idea. Design feedback and evidence of customer demand answer different questions.


Example


Consider a team planning a new appointment booking page. Before implementing it, the team uses a wireframe to discuss information order, a visual mockup to examine presentation, and a clickable prototype to explore the proposed journey. In observed sessions, users repeatedly overlook the option to change an appointment and mistake a disabled button for an error. The team revises the design and runs another round of observation before investing in production code. These representations answer different questions. A successful prototype session provides useful design evidence, while reliability, accessibility, and performance still need evaluation in the working product.


Common misunderstanding


Visual polish can make an idea appear more settled or functional than it is. A stakeholder may approve an attractive mockup while navigation, accessibility, technical feasibility, or demand remain untested. Calling every representation a prototype can conceal which questions it can actually answer.


State what the representation simulates and what it leaves out. Choose fidelity around the learning needed, and observe people attempting realistic tasks. Positive reactions to a screen are different evidence from successful use, willingness to pay, or the ability to build and operate the solution.


Further reading


Nielsen Norman Group: prototypes and wireframes


Related terms


Minimum Viable Product (MVP) · Customer Journey Map · Iterative Development


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