A product idea can sound reasonable in conversation while leaving important questions unanswered. How would someone actually use it? What would change from the existing experience? Which parts of the current workflow could be reused, and which would need to change?
At LibreDigital, I created visual prototypes to help customers and internal teams evaluate proposed digital-publishing experiences before development. Rather than discussing an idea in the abstract, we could see how it might actually behave and use that experience to guide the conversation.
| The prototype wasn't the finished product. It was a way to make the right questions visible before building it.
Digital comic books already existed, but the reading experience had been designed primarily for larger screens. On a phone or tablet, reading dialogue could require zooming into an individual panel, zooming back out to locate the next panel, and repeating the process throughout the book.
I developed a proof of concept exploring how the interaction could be adapted for smaller screens. Instead of repeatedly returning readers to the full-page view, the proposed experience allowed them to move more naturally between panels. I also explored a text layer that could make dialogue readable without forcing readers to zoom away from the artwork.
The text layer also suggested a possible future enhancement: translated dialogue could potentially be displayed without requiring the original comic artwork to be edited for every language.
For the prototype, I created smartphone templates in Pencil, captured comic screenshots with Snagit, edited assets in Photoshop, and assembled the presentation in PowerPoint.
Removing fixed boundaries allowed zoomed panels to adapt to the reader's chosen device orientation.
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Linking panels across page boundaries allowed readers to move continuously through
the story without returning to the full-page view.
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Tap-to-text made dialogue readable from either the full-page or panel view without
requiring readers to zoom away from the artwork.
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| Design principle: Prototype the interaction, not just the appearance.
Sometimes the opportunity isn't creating an entirely new model. It's recognizing that two existing approaches solve different parts of the same problem.
At the time, digital textbooks generally followed one of two models: a fixed-format replica that preserved the original page design, or reflowable text that adapted more easily to the screen but removed the original page context. Each approach offered benefits and tradeoffs.
LibreDigital already had a workflow for creating a blended digital experience for periodicals. I recognized that the same underlying approach could be adapted for academic content and created a proof of concept demonstrating how that experience could work for textbooks.
The prototype compared the existing fixed and reflowable experiences, explained the advantages and limitations of each, and then demonstrated a blended model along with proposed interface behavior and functionality.
Replica pages preserved the original design, but dense layouts could require
repeated zooming and panning to follow the content.
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Readers could preserve the original page when visual context mattered, then switch to
reflowable text when readability mattered more.
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Linked notes preserved the relationship between supplemental material and the main text while giving readers a direct path there and back.
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| Design principle: Look for capabilities that already exist before assuming the solution has to start from scratch.
These prototypes weren't intended to specify every detail of a finished product. Their purpose was to give the people involved something concrete to react to before development began. Seeing the proposed experience made it easier to uncover constraints and challenge assumptions while changes were still inexpensive.
The value of a prototype isn't how finished it looks. It's how much it helps you learn before committing to the build.
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