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02 · UI/UX Design05 of 07

Clickable prototypes realistic enough to test with users, show investors and brief developers.

A prototype answers questions that documents can't: does this flow feel right, will users understand it, is this the product we want? We build interactive prototypes, from quick clickable flows to high-fidelity ones with real interactions, so you learn before you spend on development.

Typical time to a testable prototype
1–2 wks
Typical time to a testable prototype
Users per round usually reveal most usability issues
5
Users per round usually reveal most usability issues
Lines of production code needed to learn
0
Lines of production code needed to learn
Tap
Prototype ready to test
Swipe
Interactive prototypes · illustration
Clickable prototypesHigh-fidelity interactionsMobile app prototypesUser testingInvestor demosStakeholder buy-inAnimation and transitionsDeveloper referenceClickable prototypesHigh-fidelity interactionsMobile app prototypesUser testingInvestor demosStakeholder buy-inAnimation and transitionsDeveloper reference
Sound familiar?

The problems we hear most often before someone asks us about interactive prototypes.

01

Building to find out

Teams spend months developing a feature only to discover users don't understand it. A prototype would have shown that in a week.

02

Stakeholders can't picture it

Static screens and long documents leave decision-makers guessing, so approvals stall or change late.

03

Developers fill the gaps

Without seeing how things should move and respond, developers make their own guesses, and the product feels inconsistent.

What's included

01

Prototype plan

What the prototype needs to prove, who will use it and how real it needs to feel.

02

Clickable flows

Linked screens for the key journeys, quick to change as we learn.

03

Realistic interactions

Transitions, gestures, form behaviour and states that feel like the finished product.

04

Test-ready setup

Scenarios and tasks ready for user testing, on desktop or real phones.

05

Demo version

A polished path for investor or stakeholder presentations, with talking points.

06

Developer reference

The prototype doubles as a living spec for how things should behave.

How we do it

You follow every step live in Mission Control, your project dashboard: tasks, files, approvals and a launch forecast.

  1. 1

    Define the question

    We agree what the prototype must answer, such as whether users can complete onboarding unaided.

  2. 2

    Build

    We prototype the flows at the right fidelity, from quick clickable to fully interactive.

  3. 3

    Test

    Sessions with real users, observed and recorded, to see where they hesitate or get stuck.

  4. 4

    Iterate

    We fix what testing revealed and test again, until the flow works without help.

1–2 wks

Typical time to a testable prototype

5

Users per round usually reveal most usability issues

0

Lines of production code needed to learn

Built for

Who this is for.

    Startups preparing for investors
    Teams validating a new feature
    Mobile apps before development
    Products needing stakeholder sign-off
Tools we useFigmaFigJamMazeHotjarFramerStorybook
Questions

Interactive prototypes, answered.

Something else on your mind? Ask the Zelvorm Concierge in the corner, or talk to the team.

A prototype simulates the product so you can test and demonstrate it, without real data or code behind it. An MVP is a working product with real users. Prototypes come first to make sure the MVP is right.

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