24.08.2026
If a picture is worth a thousand words, a prototype is worth a thousand meetings
Until recently, building something interactive enough to have a conversation and drive decisions could take days or weeks. You might need a designer, a developer, or enough budget to make the exercise worthwhile.
A rough prototype can now be produced in hours, sometimes minutes. Which means the threshold for saying “instead of discussing it, shall we test it?” has dropped a long way.
These might be small design decisions. Or they might be much bigger questions about how the service should actually work.
What should the workflow be? Where does the hand-off happen? What information does someone need at that point? Should the status be here or there? Should it say Assessment or In progress? Icons or words?
Or perhaps you want to get ahead of User Acceptance Testing and test an idea before anyone has burnt through budgeted hours and built the real thing.
When it’s this cheap to make an idea tangible, there’s less reason to keep talking about an imagined version of it.
It doesn’t have to be finished, or even particularly beautiful. Just enough of it to make the conversation real.
The prototype below is deliberately simple. It’s a fictional clinical worklist. You can rearrange the columns, change workflow statuses and switch between different ways of displaying assessments.
Have a play.
Move Workflow status somewhere else. Change a patient’s state. Decide whether five little icons are genuinely clearer than five words.
Some of these are tiny decisions. Others can reshape a workflow. Either way, making them tangible gives people something real to react to before they become embedded in the service.
People are much better at reacting to something they can see, click and disagree with than a box on a process map.








