UX Glossary | P

Paper prototype

Also: Low-fidelity prototype, Paper test

Quick, cheap paper sketches of screens or flows, tested with users by swapping sheets by hand.

Home Book Sheet 1 Times Mon 9:00 Mon 11:00 Tue 9:00 Sheet 2 Error ! Slot taken Try another Back Sheet 3 tap, swap tap, swap One sheet per state, error included. Home Book Sheet 1: Home Participant taps Book. You swap. Times Mon 9:00 Mon 11:00 Tue 9:00 Sheet 2: Times They pick a slot. You swap again. Error ! Slot taken Back Sheet 3: Error The state you would have forgotten. tap, swap tap, swap One sheet per state, error included.
Paper prototype, swapping sheets The participant taps a drawn button, you lay down the sheet that would come next. The error sheet is there because someone always finds the screen you did not draw.

A paper prototype is a set of hand-drawn screens, each on its own sheet or card, that a person can “use”. The participant taps a button with a finger; a facilitator, playing the computer, swaps in the sheet that would appear next. No code and no software, just pens, paper and someone to shuffle it.

What it is for

It exists to test an idea while changing it is still nearly free. You find out whether the flow makes sense, whether the labels mean what you think, and whether a whole step is missing, before anyone has built anything. Because everyone can see it was drawn five minutes ago, participants are also more willing to say it is confusing.

How it differs from a wireframe

A wireframe is a tidy layout document, often made digitally and shown for review. A paper prototype is meant to be used, not looked at, and its roughness is a feature. The tool does not matter much; what matters is that it can be put in front of a user and operated. Compare it with a clickable prototype, which gives more realistic feedback on interaction and timing at a much higher cost.

In practice

Make a sheet for every state you want to test, including an error, because the participant will find the one you forgot. Keep a pile of blank sheets to write on live. And be willing to redraw between sessions: the real benefit is changing the design after participant two rather than collecting five reactions to the same flaw in usability testing.

Knowing the words is the easy part.

If you'd rather have someone apply them to your product, that's what I do.