Thursday: Build the Prototype skill

Thursday is about execution.

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Thursday: Build the Prototype

Thursday is about execution. The team transforms Wednesday's storyboard into a realistic prototype that customers can react to on Friday. The mantra for the day: fake it. You are not building a product. You are building a facade that looks real enough to provoke honest reactions.

Schedule Overview

Time Activity Duration
10:00 - 10:30 Assign roles and divide storyboard 30 min
10:30 - 1:00 Build: Makers create, Writer writes, Collector gathers 150 min
1:00 - 1:30 Lunch (staggered if needed) 30 min
1:30 - 3:00 Stitch: Assemble all pieces into a single prototype 90 min
3:00 - 3:30 Review: Walk through the full prototype as a team 30 min
3:30 - 4:00 Fix: Address gaps and polish rough spots 30 min
4:00 - 4:30 Trial run with someone outside the team 30 min
4:30 - 5:00 Interview script review and Friday prep 30 min

The Prototype Mindset

Fake It

The prototype does not need to work. It needs to look like it works. Users will click through screens, see realistic content, and form opinions based on appearance, not functionality.

Real Product Sprint Prototype
Database stores user data Fake data hard-coded into screens
Algorithm generates recommendations Hand-picked recommendations placed in the design
Payment processing A screen that says "Payment successful"
Search functionality Pre-built results page for one specific query
User authentication Skip login or show a "Welcome, Sarah" screen
Why Faking Works

Users do not evaluate the code behind a screen. They evaluate:

  • Does this make sense?
  • Do I trust this?
  • Can I figure out what to do?
  • Does this solve my problem?

A well-crafted facade answers all of these questions just as effectively as a working product.

Goldilocks Quality

The prototype must sit in a narrow quality band. Too rough, and customers cannot react realistically. Too polished, and you waste precious time on details that do not affect the test.

Quality Spectrum
Too Low (Avoid) Just Right (Target) Too High (Avoid)
Wireframes with gray boxes Realistic screens with real content Pixel-perfect design with animations
Handwritten labels Typed text in a clean font Custom typography and brand guidelines
Placeholder images Stock photos or screenshots Professional photography or illustrations
No color Basic color palette Full brand color system
Paper prototype Digital click-through Working code with real backend
"Lorem ipsum" text Real headlines and descriptions Copywriter-polished marketing copy
The Test: Show a screen to someone outside the team for 5 seconds
  • If they say "Is this a wireframe?" — too low
  • If they say "When did you build this?" — too high (or just right)
  • If they say "Oh, interesting, what is this?" — just right

Role Assignments

Makers (2-3 people)

Responsibility: Build the individual screens or components of the prototype.

Best suited for: Designers, front-end developers, or anyone comfortable with visual tools.

What they do:

  • Take assigned storyboard frames
  • Create realistic-looking screens
  • Follow the storyboard exactly (no improvising)
  • Use real content, not placeholders
Stitcher (1 person)

Responsibility: Assemble all screens into a single, navigable prototype.

Best suited for: The most experienced designer or someone who knows the prototyping tool well.

What they do:

  • Combine screens from Makers into one prototype
  • Add transitions and hotspots (clickable areas)
  • Ensure the flow matches the storyboard sequence
  • Test every click path before the team review
Writer (1 person)

Responsibility: Write all text that appears in the prototype.

Best suited for: Marketer, product manager, or anyone with strong writing skills.

What they do:

  • Write headlines, subheadlines, body copy
  • Write button labels, form field labels, navigation items
  • Write error messages and confirmation messages
  • Keep copy concise and realistic

Writer's checklist:

  • Every screen has a clear headline
  • Button labels describe the action ("Start free trial" not "Submit")
  • No placeholder text remains
  • Copy matches the tone of a real product (not overly formal or casual)
  • Key value propositions are clear
Collector (1-2 people)

Responsibility: Gather all visual assets needed by the Makers.

What they do:

  • Find stock photos (Unsplash, Pexels)
  • Collect icons (Noun Project, Feather Icons)
  • Screenshot competitor interfaces for reference
  • Source logos, avatars, and sample data
  • Organize assets in a shared folder
Interviewer (1 person)

Responsibility: Prepare for Friday's user interviews.

What they do (while others build):

  • Write the interview script (see Friday reference)
  • Prepare context questions
  • Plan tasks for users to complete with the prototype
  • Practice the interview with a colleague
  • Set up the interview room

Prototyping Tools by Product Type

Web and Mobile Apps
Tool Best For Learning Curve Fidelity
Figma Most common choice. Teams often already use it Medium High
Keynote / PowerPoint Quick click-through with linked slides Low Medium
InVision Uploading static screens with hotspots Low Medium
Framer Interactive prototypes with real components High Very high
Physical Products
Approach When to Use
Video walkthrough Show someone using a mockup or 3D print
Modified existing product Tape labels, add stickers, rearrange components
3D-printed shell When form factor matters for the test
Wizard of Oz Human behind the curtain simulating the product's behavior
Services and Experiences
Approach When to Use
Role-play video Film a scripted interaction with actors
Brochure or one-pager Test the value proposition before building
Fake landing page Test whether people click "Sign up"
Concierge prototype Deliver the service manually to see if customers value it
AI and Data Products
Approach When to Use
Pre-scripted responses Show what the AI "would" say for specific queries
Curated results page Hand-pick the "algorithm's" recommendations
Before/after comparison Show input and output without the actual processing

Step-by-Step Prototype Building

Step 1: Divide the Storyboard (10:00 - 10:30)
  1. Display Wednesday's storyboard (photo or whiteboard)
  2. Number each frame
  3. Assign frames to Makers: "You take frames 1-4, you take frames 5-8, you take frames 9-12"
  4. Confirm the Stitcher knows the assembly plan
  5. Writer begins drafting copy for all frames simultaneously
  6. Collector starts gathering assets immediately
Step 2: Build in Parallel (10:30 - 1:00)

Makers:

  • Build screens for assigned frames
  • Follow the storyboard exactly
  • Use the Writer's copy as it becomes available
  • Use the Collector's assets
  • Ask the Stitcher about sizing, layout conventions, and shared elements

Stitcher:

  • Set up the master file (Figma project, Keynote deck)
  • Define shared elements: header, footer, navigation, button styles
  • Begin assembling screens as Makers finish them
  • Build the clickable flow

Coordination check-ins: Every 45 minutes, the Sprint Master does a quick standing check-in: "What is done? What is blocked? What do you need?"

Step 3: Stitch Together (1:30 - 3:00)
  1. Stitcher assembles all screens into the final prototype
  2. Add clickable hotspots and transitions
  3. Ensure the flow follows the storyboard sequence exactly
  4. Fill any gaps (missing screens, broken links)
Step 4: Team Review (3:00 - 3:30)
  1. The entire team sits together
  2. The Stitcher walks through the prototype, click by click
  3. Compare each screen to the storyboard frame
  4. Note issues on sticky notes: missing content, broken links, confusing flow
  5. Prioritize fixes: critical (blocks the test) vs. nice-to-have
Step 5: Fix and Polish (3:30 - 4:00)
  • Fix critical issues only
  • Do not add new features or screens
  • Do not perfect the visual design
  • Focus on: can a user complete the tasks we will assign on Friday?
Step 6: Trial Run (4:00 - 4:30)
  1. Find someone not on the sprint team (a colleague from another department)
  2. The Interviewer conducts a practice interview using the prototype
  3. The team watches and notes:
    • Where does the trial user get confused?
    • Are there broken links or dead ends?
    • Does the prototype flow match what we want to test?
  4. Fix any issues the trial run reveals

Interview Script Writing Guide

While the team builds, the Interviewer writes the script for Friday. The script should cover:

Script Structure
Section Duration Content
Welcome 2 min Introduction, consent for recording, think-aloud instructions
Background 5 min Questions about the participant's current behavior and context
First impression 3 min Show the first screen, ask "What is this? What would you do?"
Task completion 15 min 2-3 specific tasks to complete using the prototype
Debrief 5 min Overall impressions, who is this for, what worked, what confused
Task Writing Tips

Good tasks are:

  • Open-ended: "Find a project management tool that fits your team" (not "Click the blue button")
  • Scenario-based: "Imagine you just got an email from a colleague recommending this tool"
  • Specific enough to test the sprint questions: "You have a team of 5 and a budget of $100/month"

Thursday Checklist

  • Roles assigned: Makers, Stitcher, Writer, Collector, Interviewer
  • Storyboard frames divided among Makers
  • All copy written by the Writer
  • All assets gathered by the Collector
  • Screens assembled into a clickable prototype by the Stitcher
  • Full team review completed
  • Critical issues fixed
  • Trial run completed with someone outside the team
  • Interview script written and reviewed
  • Interview room set up (laptop, chairs, recording)
  • Participants confirmed for Friday (check with recruiter)

Common Thursday Mistakes

Prototyping Features Not in the Storyboard

Problem: A Maker adds a clever feature that was not in the storyboard because "users might ask about it." Fix: Build only what is in the storyboard. Anything else wastes time and muddies the test. If the feature is missing and a user asks, that is useful data.

Over-Polishing Visual Design

Problem: The team spends 2 hours choosing the right shade of blue. Fix: Pick a simple, clean style and move on. Users react to the concept and flow, not the color palette. Use a pre-made UI kit or template to skip design decisions.

The Stitcher Becomes the Bottleneck

Problem: Makers finish screens but the Stitcher cannot assemble fast enough. Fix: The Stitcher should set up the master file and shared elements first thing. Makers should build in the shared format so assembly is drag-and-drop.

No Trial Run

Problem: The team skips the trial run because they ran out of time. Fix: The trial run is not optional. Cut polish time instead. A broken prototype on Friday wastes the entire week. Even a 15-minute trial run catches critical issues.

The Writer Writes Perfect Copy

Problem: The Writer agonizes over every word, slowing the entire team. Fix: Thursday copy is "good enough" copy. It needs to be clear and realistic, not award-winning. If the concept works, you will write better copy later.

Ignoring the Interview Script

Problem: The Interviewer writes a script at 4:55 PM or wings it on Friday. Fix: The Interviewer should spend the full day on script preparation and practice. A bad interview wastes a participant. The Interviewer should do at least one full practice run by 4:00 PM.

1# Thursday: Build the Prototype
2 
3Thursday is about execution. The team transforms Wednesday's storyboard into a realistic prototype that customers can react to on Friday. The mantra for the day: fake it. You are not building a product. You are building a facade that looks real enough to provoke honest reactions.
4 
5## Schedule Overview
6 
7| Time | Activity | Duration |
8|------|----------|----------|
9| 10:00 - 10:30 | Assign roles and divide storyboard | 30 min |
10| 10:30 - 1:00 | Build: Makers create, Writer writes, Collector gathers | 150 min |
11| 1:00 - 1:30 | Lunch (staggered if needed) | 30 min |
12| 1:30 - 3:00 | Stitch: Assemble all pieces into a single prototype | 90 min |
13| 3:00 - 3:30 | Review: Walk through the full prototype as a team | 30 min |
14| 3:30 - 4:00 | Fix: Address gaps and polish rough spots | 30 min |
15| 4:00 - 4:30 | Trial run with someone outside the team | 30 min |
16| 4:30 - 5:00 | Interview script review and Friday prep | 30 min |
17 
18## The Prototype Mindset
19 
20### Fake It
21 
22The prototype does not need to work. It needs to look like it works. Users will click through screens, see realistic content, and form opinions based on appearance, not functionality.
23 
24| Real Product | Sprint Prototype |
25|-------------|-----------------|
26| Database stores user data | Fake data hard-coded into screens |
27| Algorithm generates recommendations | Hand-picked recommendations placed in the design |
28| Payment processing | A screen that says "Payment successful" |
29| Search functionality | Pre-built results page for one specific query |
30| User authentication | Skip login or show a "Welcome, Sarah" screen |
31 
32### Why Faking Works
33 
34Users do not evaluate the code behind a screen. They evaluate:
35- Does this make sense?
36- Do I trust this?
37- Can I figure out what to do?
38- Does this solve my problem?
39 
40A well-crafted facade answers all of these questions just as effectively as a working product.
41 
42## Goldilocks Quality
43 
44The prototype must sit in a narrow quality band. Too rough, and customers cannot react realistically. Too polished, and you waste precious time on details that do not affect the test.
45 
46### Quality Spectrum
47 
48| Too Low (Avoid) | Just Right (Target) | Too High (Avoid) |
49|-----------------|--------------------|--------------------|
50| Wireframes with gray boxes | Realistic screens with real content | Pixel-perfect design with animations |
51| Handwritten labels | Typed text in a clean font | Custom typography and brand guidelines |
52| Placeholder images | Stock photos or screenshots | Professional photography or illustrations |
53| No color | Basic color palette | Full brand color system |
54| Paper prototype | Digital click-through | Working code with real backend |
55| "Lorem ipsum" text | Real headlines and descriptions | Copywriter-polished marketing copy |
56 
57### The Test: Show a screen to someone outside the team for 5 seconds
58 
59- If they say "Is this a wireframe?" — too low
60- If they say "When did you build this?" — too high (or just right)
61- If they say "Oh, interesting, what is this?" — just right
62 
63## Role Assignments
64 
65### Makers (2-3 people)
66 
67**Responsibility:** Build the individual screens or components of the prototype.
68 
69**Best suited for:** Designers, front-end developers, or anyone comfortable with visual tools.
70 
71**What they do:**
72- Take assigned storyboard frames
73- Create realistic-looking screens
74- Follow the storyboard exactly (no improvising)
75- Use real content, not placeholders
76 
77### Stitcher (1 person)
78 
79**Responsibility:** Assemble all screens into a single, navigable prototype.
80 
81**Best suited for:** The most experienced designer or someone who knows the prototyping tool well.
82 
83**What they do:**
84- Combine screens from Makers into one prototype
85- Add transitions and hotspots (clickable areas)
86- Ensure the flow matches the storyboard sequence
87- Test every click path before the team review
88 
89### Writer (1 person)
90 
91**Responsibility:** Write all text that appears in the prototype.
92 
93**Best suited for:** Marketer, product manager, or anyone with strong writing skills.
94 
95**What they do:**
96- Write headlines, subheadlines, body copy
97- Write button labels, form field labels, navigation items
98- Write error messages and confirmation messages
99- Keep copy concise and realistic
100 
101**Writer's checklist:**
102- [ ] Every screen has a clear headline
103- [ ] Button labels describe the action ("Start free trial" not "Submit")
104- [ ] No placeholder text remains
105- [ ] Copy matches the tone of a real product (not overly formal or casual)
106- [ ] Key value propositions are clear
107 
108### Collector (1-2 people)
109 
110**Responsibility:** Gather all visual assets needed by the Makers.
111 
112**What they do:**
113- Find stock photos (Unsplash, Pexels)
114- Collect icons (Noun Project, Feather Icons)
115- Screenshot competitor interfaces for reference
116- Source logos, avatars, and sample data
117- Organize assets in a shared folder
118 
119### Interviewer (1 person)
120 
121**Responsibility:** Prepare for Friday's user interviews.
122 
123**What they do (while others build):**
124- Write the interview script (see Friday reference)
125- Prepare context questions
126- Plan tasks for users to complete with the prototype
127- Practice the interview with a colleague
128- Set up the interview room
129 
130## Prototyping Tools by Product Type
131 
132### Web and Mobile Apps
133 
134| Tool | Best For | Learning Curve | Fidelity |
135|------|----------|---------------|----------|
136| Figma | Most common choice. Teams often already use it | Medium | High |
137| Keynote / PowerPoint | Quick click-through with linked slides | Low | Medium |
138| InVision | Uploading static screens with hotspots | Low | Medium |
139| Framer | Interactive prototypes with real components | High | Very high |
140 
141### Physical Products
142 
143| Approach | When to Use |
144|----------|------------|
145| Video walkthrough | Show someone using a mockup or 3D print |
146| Modified existing product | Tape labels, add stickers, rearrange components |
147| 3D-printed shell | When form factor matters for the test |
148| Wizard of Oz | Human behind the curtain simulating the product's behavior |
149 
150### Services and Experiences
151 
152| Approach | When to Use |
153|----------|------------|
154| Role-play video | Film a scripted interaction with actors |
155| Brochure or one-pager | Test the value proposition before building |
156| Fake landing page | Test whether people click "Sign up" |
157| Concierge prototype | Deliver the service manually to see if customers value it |
158 
159### AI and Data Products
160 
161| Approach | When to Use |
162|----------|------------|
163| Pre-scripted responses | Show what the AI "would" say for specific queries |
164| Curated results page | Hand-pick the "algorithm's" recommendations |
165| Before/after comparison | Show input and output without the actual processing |
166 
167## Step-by-Step Prototype Building
168 
169### Step 1: Divide the Storyboard (10:00 - 10:30)
170 
1711. Display Wednesday's storyboard (photo or whiteboard)
1722. Number each frame
1733. Assign frames to Makers: "You take frames 1-4, you take frames 5-8, you take frames 9-12"
1744. Confirm the Stitcher knows the assembly plan
1755. Writer begins drafting copy for all frames simultaneously
1766. Collector starts gathering assets immediately
177 
178### Step 2: Build in Parallel (10:30 - 1:00)
179 
180**Makers:**
181- Build screens for assigned frames
182- Follow the storyboard exactly
183- Use the Writer's copy as it becomes available
184- Use the Collector's assets
185- Ask the Stitcher about sizing, layout conventions, and shared elements
186 
187**Stitcher:**
188- Set up the master file (Figma project, Keynote deck)
189- Define shared elements: header, footer, navigation, button styles
190- Begin assembling screens as Makers finish them
191- Build the clickable flow
192 
193**Coordination check-ins:** Every 45 minutes, the Sprint Master does a quick standing check-in: "What is done? What is blocked? What do you need?"
194 
195### Step 3: Stitch Together (1:30 - 3:00)
196 
1971. Stitcher assembles all screens into the final prototype
1982. Add clickable hotspots and transitions
1993. Ensure the flow follows the storyboard sequence exactly
2004. Fill any gaps (missing screens, broken links)
201 
202### Step 4: Team Review (3:00 - 3:30)
203 
2041. The entire team sits together
2052. The Stitcher walks through the prototype, click by click
2063. Compare each screen to the storyboard frame
2074. Note issues on sticky notes: missing content, broken links, confusing flow
2085. Prioritize fixes: critical (blocks the test) vs. nice-to-have
209 
210### Step 5: Fix and Polish (3:30 - 4:00)
211 
212- Fix critical issues only
213- Do not add new features or screens
214- Do not perfect the visual design
215- Focus on: can a user complete the tasks we will assign on Friday?
216 
217### Step 6: Trial Run (4:00 - 4:30)
218 
2191. Find someone not on the sprint team (a colleague from another department)
2202. The Interviewer conducts a practice interview using the prototype
2213. The team watches and notes:
222 - Where does the trial user get confused?
223 - Are there broken links or dead ends?
224 - Does the prototype flow match what we want to test?
2254. Fix any issues the trial run reveals
226 
227## Interview Script Writing Guide
228 
229While the team builds, the Interviewer writes the script for Friday. The script should cover:
230 
231### Script Structure
232 
233| Section | Duration | Content |
234|---------|----------|---------|
235| Welcome | 2 min | Introduction, consent for recording, think-aloud instructions |
236| Background | 5 min | Questions about the participant's current behavior and context |
237| First impression | 3 min | Show the first screen, ask "What is this? What would you do?" |
238| Task completion | 15 min | 2-3 specific tasks to complete using the prototype |
239| Debrief | 5 min | Overall impressions, who is this for, what worked, what confused |
240 
241### Task Writing Tips
242 
243Good tasks are:
244- Open-ended: "Find a project management tool that fits your team" (not "Click the blue button")
245- Scenario-based: "Imagine you just got an email from a colleague recommending this tool"
246- Specific enough to test the sprint questions: "You have a team of 5 and a budget of $100/month"
247 
248## Thursday Checklist
249 
250- [ ] Roles assigned: Makers, Stitcher, Writer, Collector, Interviewer
251- [ ] Storyboard frames divided among Makers
252- [ ] All copy written by the Writer
253- [ ] All assets gathered by the Collector
254- [ ] Screens assembled into a clickable prototype by the Stitcher
255- [ ] Full team review completed
256- [ ] Critical issues fixed
257- [ ] Trial run completed with someone outside the team
258- [ ] Interview script written and reviewed
259- [ ] Interview room set up (laptop, chairs, recording)
260- [ ] Participants confirmed for Friday (check with recruiter)
261 
262## Common Thursday Mistakes
263 
264### Prototyping Features Not in the Storyboard
265 
266**Problem:** A Maker adds a clever feature that was not in the storyboard because "users might ask about it."
267**Fix:** Build only what is in the storyboard. Anything else wastes time and muddies the test. If the feature is missing and a user asks, that is useful data.
268 
269### Over-Polishing Visual Design
270 
271**Problem:** The team spends 2 hours choosing the right shade of blue.
272**Fix:** Pick a simple, clean style and move on. Users react to the concept and flow, not the color palette. Use a pre-made UI kit or template to skip design decisions.
273 
274### The Stitcher Becomes the Bottleneck
275 
276**Problem:** Makers finish screens but the Stitcher cannot assemble fast enough.
277**Fix:** The Stitcher should set up the master file and shared elements first thing. Makers should build in the shared format so assembly is drag-and-drop.
278 
279### No Trial Run
280 
281**Problem:** The team skips the trial run because they ran out of time.
282**Fix:** The trial run is not optional. Cut polish time instead. A broken prototype on Friday wastes the entire week. Even a 15-minute trial run catches critical issues.
283 
284### The Writer Writes Perfect Copy
285 
286**Problem:** The Writer agonizes over every word, slowing the entire team.
287**Fix:** Thursday copy is "good enough" copy. It needs to be clear and realistic, not award-winning. If the concept works, you will write better copy later.
288 
289### Ignoring the Interview Script
290 
291**Problem:** The Interviewer writes a script at 4:55 PM or wings it on Friday.
292**Fix:** The Interviewer should spend the full day on script preparation and practice. A bad interview wastes a participant. The Interviewer should do at least one full practice run by 4:00 PM.
293 

Discussion

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