<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Topics tagged with prototye]]></title><description><![CDATA[A list of topics that have been tagged with prototye]]></description><link>https://lankadevelopers.lk/tags/prototye</link><generator>RSS for Node</generator><lastBuildDate>Mon, 19 Oct 2026 23:17:17 GMT</lastBuildDate><atom:link href="https://lankadevelopers.lk/tags/prototye.rss" rel="self" type="application/rss+xml"/><pubDate>Invalid Date</pubDate><ttl>60</ttl><item><title><![CDATA[Before You Build a Prototype, Can You Answer This One Question: “What Does It Need to Prove?”]]></title><description><![CDATA[<p dir="auto">I’ve been thinking about why so many early-stage prototypes end up as expensive demos that don’t teach the team anything. The pattern is usually the same: a founder has a solid idea, hires a team, and jumps straight into screens and features. Three months later there’s a polished product that looks great but doesn’t answer the questions that mattered.</p>
<p dir="auto">My take is that most of those failures start before a single line of code, with the brief. Or more accurately, with the lack of one.</p>
<p dir="auto"><strong>A prototype is a learning tool, not a mini product</strong></p>
<p dir="auto">The most useful question before any build is: what do we need this prototype to prove? Maybe it’s that users understand the core value in under a minute, that a booking flow can be completed without help, or that a risky technical integration is feasible. Each of those leads to a very different prototype. A clickable design and a working backend demo are not interchangeable, and treating them as the same thing is where budgets quietly disappear.</p>
<p dir="auto"><strong>Where I see briefs go wrong</strong></p>
<ul>
<li>
<p dir="auto">Describing the solution without the problem. A paragraph about an “AI-powered ecosystem” tells a team nothing. “Customers can’t compare local providers without calling five of them” tells them exactly what to build.</p>
</li>
<li>
<p dir="auto">A feature list instead of priorities. If everything is a must-have, nothing is. Splitting features into must-have, should-have, and could-have gives everyone a way to make trade-offs when time or budget gets tight.</p>
</li>
<li>
<p dir="auto">Never defining “simulated vs. working.” A checkout screen that demonstrates the experience is very different from one that actually processes payments. If this isn’t written down, expect a disagreement at delivery.</p>
</li>
<li>
<p dir="auto">No acceptance criteria. “Prototype delivered” means different things to different people. Something like “a user completes the main booking journey on mobile without assistance” is something you can actually verify.</p>
</li>
<li>
<p dir="auto">Ignoring ownership. Who owns the designs, source code, and assets once the work is done? It’s boring, but it’s much easier to settle before work starts than after.</p>
</li>
</ul>
<p dir="auto"><strong>The unglamorous parts that save money</strong></p>
<ul>
<li>Name the primary user group specifically. “Small restaurant owners managing online orders” beats “anyone online.”</li>
<li>Use synthetic data early on unless you truly need real data, which also sidesteps security headaches.</li>
<li>Decide who has final say on feedback. A lot of project delays come from unclear approvals, not from development.</li>
<li>Define what the prototype will not prove. A clickable demo can show a workflow is understandable. It can’t show people will pay, or that the system handles thousands of users.</li>
</ul>
<p dir="auto"><strong>Choosing a partner</strong></p>
<p dir="auto">If you’re working with outside help, it’s worth comparing more than price. Look at scope, how feedback and revision rounds are handled, what’s actually delivered, and what happens when requirements change. A cheaper quote that leaves major responsibilities unclear often costs more later. Founders who don’t have in-house product or engineering experience often lean on a <strong><a href="https://tripleminds.co/development/prototype-development-company/" target="_blank" rel="noopener noreferrer nofollow ugc">prototype development company for startups</a></strong> to help define scope, user flows, and technical priorities before committing to a build. Teams like Triple Minds, which cover development, design, and AI consulting together, are an example of the one-stop model some founders prefer over coordinating separate vendors, though the right fit depends on your project and how much structure you already have.</p>
<p dir="auto">Either way, a clear brief makes any partner more effective, because they’re estimating real work instead of guessing.</p>
<p dir="auto"><strong>Let’s discuss</strong><br />
I’d like to hear from people who’ve been through this:</p>
<ul>
<li>Have you built a prototype that taught you nothing, and what do you think went wrong?</li>
<li>How do you decide what a prototype should not include?</li>
<li>Do you prefer a clickable design for early validation, or a working technical build, and what made you choose it?</li>
<li>Founders: did writing a brief change how your project went? Developers: what’s the one thing you wish clients put in theirs?</li>
</ul>
<p dir="auto">Real examples welcome, especially the messy ones. Those tend to be the most useful.</p>
]]></description><link>https://lankadevelopers.lk/topic/6727/before-you-build-a-prototype-can-you-answer-this-one-question-what-does-it-need-to-prove</link><guid isPermaLink="true">https://lankadevelopers.lk/topic/6727/before-you-build-a-prototype-can-you-answer-this-one-question-what-does-it-need-to-prove</guid><dc:creator><![CDATA[thomashellby]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>