A prototype is an interactive, clickable version of a product built to test how it works before anyone writes the real code. Unlike a static picture, you can actually tap through it: press a button, watch a new screen appear, fill in a fake form. It looks and behaves enough like the finished product to learn from, while still being quick to change.

Think of a film’s storyboard turned into a rough animatic. You are not watching the final movie, but you can follow the story, feel the pacing and spot what does not work. A prototype does the same for a product: it turns flat mockups into something you can experience and react to. That makes it a powerful tool for design, because real people can try a flow and show you where they get stuck.

Fidelity is a dial you set to fit the question. A low-fidelity prototype can be paper cards you shuffle by hand, or grey boxes wired together, enough to test whether the steps are in a sensible order. A high-fidelity one in a tool like Figma uses the real visuals and clickable hotspots, so it feels close to a live app and works for stakeholder sign-off. Picking the wrong level wastes time: nobody needs pixel-perfect screens to learn that a five-step form should have been three. The point is to fail cheaply. Finding a confusing checkout in a prototype costs an afternoon of edits. Finding it after launch costs a rebuild and lost sales. A prototype is usually the step after prototyping decisions and wireframes are settled.

At TopDevs we prototype key flows and put them in front of users before development starts, so we build the version that already works.