Prototyping a new product component personally revealed tensions between limited designer capacity and tooling constraints. Complex Figma systems can obstruct quick, highly interactive experiments, encouraging use of alternative tools like Photoshop for faster iteration. Role perceptions can discourage hands-on prototyping, but individual initiative enables swift validation. A rough v0 prototype was created in about three hours, though it remains work-related and not shareable publicly. Emphasizing input quality matters because garbage inputs produce garbage outputs, so preparing good inputs is a foundational step before building prototypes.
I've had this idea for a component for our product, something I'd not seen on other streaming platforms. When told by one of my leads that none of our designers had time to help, I said I'd just prototype it myself. "You?" "Yes, me! Also, what the hell?" Apparently there might be a perception this dog's too "senior" to prototype. 😠Pshaw.
On the other hand, our Figma system is so sophisticated, I'd need to crush it like a sleeve of Saltines just to create something rudimentary. Plus, Figma still sucks at highly interactive prototyping-even for people who spend a lot of time trying to make it work. Might as well vibe design, right? All the cool kids are doing it. I decided to run v0 through this specific and real prototyping challenge.¹
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