A sample is not a draft of the product, but a tool for learning and making decisions before programming.
Creating a prototype is to test a design hypothesis at a low cost before investing in programming. The goal is not to create a beautiful model, but to learn something specific and make early adjustments. When making changes on the prototype, the cost is almost zero; when making changes on a completed website, the cost can multiply.
Sinh Vũ often hears this from clients: "Creating a sample is a waste of time; just put it straight on the website for speed." It sounds reasonable, but this is precisely when the cost of mistakes is at its highest. A sample is not a redundant step; it is a decision checkpoint before real money and effort are invested.
The correct perspective on prototypes: this is a way to express a design hypothesis in a testable form. The hypothesis could be "users will understand what this button means," or "this three-step ordering flow will not cause customers to drop off midway." When creating a prototype, you are asking questions, not providing answers.
Because as a hypothesis, a model can always be wrong and needs to be revised. Ripping up a sketch costs nothing. Scrapping two weeks of programming is very costly.
There are two main axes that need to be distinguished:
Before opening Figma or taking out a piece of paper, you need to clearly understand these four things:
A template is a tool for learning, not a deliverable product. When a designer starts worrying about whether the template looks good instead of whether it answers the questions, the template-making process has strayed from its goal.
Practical experience, Sinh Vũ Studio
In the digital product design service (P1), Sinh Vũ divides the templates into two clear layers. The first layer is the journey map and gray interface framework, used to clarify what the customer needs and what the business wants the customer to do on each screen. This is a rough template, intended for discussion and quick adjustments. The second layer is the complete Figma interface with colors, fonts, and real content, used for final approval before handing over to development.
These two layers should not be rebuilt from scratch, but gradually refined according to the certainty of the decision. When the decision is unclear, the template should be rough. When the decision is clear, the template should be refined.
Topic: What is the purpose of creating a prototype. Sinh Vũ guide, sinhvu.com
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If you have marked most of the signs above, this is the time to discuss in more detail. Sinh Vũ can help you review and propose a direction.
Nielsen Norman Group, UX Prototypes: Low Fidelity vs. High Fidelity; Nielsen Norman Group, Paper Prototyping 101.
A wireframe is a layout sketch, usually static and non-interactive. A prototype is an interactive version to some extent, even if it's just flipping a page or clicking a link in Figma. The boundary is not rigid, but if there is a flow between screens, it has entered the prototype zone.
For rough samples, paper and pen or a whiteboard are sufficient, quick, and no one minds tearing them up. For high-fidelity samples, Sinh Vũ uses Figma because the design and programming teams share the same file, making it easy to review and hand over. The tool is less important than the question that the sample needs to answer.