Clickable prototypes that let real users try the idea — so the expensive disagreements happen in a design file, not in a sprint.
Four areas where this work is won or lost.
Low-fidelity structure that settles layout and navigation before visual design starts.
Interactive flows detailed enough that people behave as they would in the real product.
Prototypes put in front of target users with specific tasks, and the friction recorded.
The validated flow turned into specs and states a developer can implement directly.
A short loop with a written result at every step.
We prototype the part of the product where being wrong is most expensive, not every screen.
A prototype detailed only as far as the questions require, then sessions with real target users.
Changes folded back in and the validated version documented for build.
Chosen for your product, not for our habit.
Tell us the riskiest assumption. We will build the smallest prototype that tests it.