Prototype Playground

Prototyping as a way to think, not just a way to show.

In my prototyping course, I made a lot of small, fast prototypes, sketches, storyboards, video prototypes, quick digital flows. The goal wasn't a polished deliverable each time; it was externalizing an idea quickly enough to test whether it actually held up.

The format, not just the output

Different problems called for different kinds of prototypes.

Some ideas were fastest to test with a pencil. Others needed motion or a sense of time passing to make sense at all. Working across formats forced a useful discipline: pick the cheapest prototype that can actually answer the question you have, instead of defaulting to whatever tool is most comfortable.

Sketches Quick paper concepts, disposable by design.
Storyboards Sequencing a flow before touching a screen.
Video prototypes Simulating motion and time-based interaction.
Digital flows Fast clickable sequences to pressure-test a concept.

[Placeholder, swap these tiles for actual sketch photos, storyboard frames, or short video prototype clips once you have them ready to share.]

What this taught me

These experiments taught me how to externalize ideas quickly, push my creativity, and use prototyping as a thinking tool rather than only a final deliverable, the prototype's job was to answer a question, not to look finished.