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Artifact Selection Guide

When you have a hammer, everything starts to look like a nail. Now that high‑fidelity prototypes are so easy to create, there’s growing pressure to jump straight to them. But they aren’t always the best tool for the problem at hand.

The merged Cataloger and Admin interface displayed across multiple screen sizes

Background

I compiled this list to remind myself, and to help other designers review the range of tools available for answering design questions.

Design is about making thinking visible. The artifacts we create should help us communicate clearly—whether we’re sharing ideas with participants in a study or with engineers who will eventually build the product.

This is the story of how we audited what existed, defined what it needed to do, and rebuilt it without breaking the workflows of 40,000 active users.

Goal Artifact Rationale
Understand Context
  • Storyboards
  • User journeys
  • Service blueprints
  • Interviews
These capture people, context, and pain points without locking into a UI solution too early; mockups and prototypes can hide upstream problem issues behind shiny screens
Test Value Proposition
  • Narrative
  • Press release
  • Low‑fi mocks
  • Fake door
Validates, not usability; simple representations are faster and avoid bias from visual polish.
Compare concepts
  • Sketches
  • Wireframes
  • Storyboards
Low‑fi lets you rapidly contrast mental models and flows without sunk-cost bias toward one polished option.
Evaluate Usability
Clickable prototype
Realistic click-through of a specific flow is needed to see task success, errors, and navigation issues; static screens can’t show sequential friction.
Construct IA/Navigtaion
  • Card sorting
  • Tree testing
  • Wireframe flows
  • Low‑fi click-through
IA questions are about labels and structure; they can be answered cheaply without full visual/interaction fidelity.
Explore Interaction
  • High‑fi prototype
  • Coded prototype of specific flow(s)
Micro-interactions, validation, and states need realistic behavior to evaluate properly.
Investigate Desirability
  • Static mocks
  • Concept video
  • Storyboard
  • Narrative
Focus is on emotional and aesthetic response; interactivity adds little compared with visuals and story.
Discuss Feasibility
  • Wizard‑of‑Oz setup
  • Technical spike/POC
  • Minimal UI
Core risk is system capability, not UI; UX prototypes alone can give false confidence if tech isn’t viable.
Establish Alignment, strategy, and scope
  • Storyboards
  • User journeys
  • Narrative
  • Simple prototype
A shared story across channels and roles is more effective than only showing screen sequence.

Hand Drawn Sketches

Fast, informal drawings of ideas, screens, or flows on paper/whiteboard.

When To Use

  • Earliest discovery and ideation.
  • When uncertainty is high and you want volume and variation of ideas.
  • Collaborative workshops with stakeholders or engineers.

To Learn

  • Different solution directions and mental models.
  • High-level flow options and layout ideas.
  • Where stakeholders or users gravitate conceptually.

Caveats

  • Harder for some stakeholders to interpret.
  • Not suited to detailed usability or brand questions.
A sketch of my first webpage in 1997
A sketch of my first webpage in 1997

Wireframes

Simplified layouts that focus on structure, hierarchy, and navigation, usually grayscale and minimal styling.

When to Use

  • Early to mid discovery.
  • When the problem is understood and you’re shaping IA and layout.
  • Comparing different structures before visual design.

To Learn

  • Information hierarchy and content priority.
  • Navigation clarity and rough flow.
  • Content requirements and feature grouping.

Caveats

  • Limited insight into emotional response or brand fit.
  • Some stakeholders treat them as “ugly final designs” and misjudge them.
Side by side: the original cluttered dashboard on the left, the redesigned clean dashboard on the right
Basic layout of content
Sticky notes on a whiteboard organised into themes from user interviews
Affinity map from 12 user sessions.
Spreadsheet showing 47 distinct components audited, with columns for usage data, owner, and decision
Component audit — 47 elements, 18 marked for removal.

Storyboards

Sequential frames (like a comic strip) showing a user, their context, and interaction with the product over time.

When to use

  • Problem framing and concept storytelling.
  • Explaining how a feature fits into a day-in-the-life.
  • Aligning cross-functional teams on user scenarios.

To Learn

  • Context of use, triggers, and outcomes.
  • Emotional highs and lows along the journey.
  • Whether a concept is meaningfully improving the story.

Caveats

  • Not interactive; doesn’t expose detailed usability issues.
  • Can over-focus on “happy path” if you don’t depict edge cases.

Dashboard explorations — three directions. Use Figma controls to zoom and navigate.

Static Screen Mockups

High- or mid-fidelity visual designs of screens without linked interactions

Usage

  • When you want feedback on visual direction, brand, and content.
  • Reviewing copy and information density.
  • Precursor to building a clickable prototypes

To Learn

  • Visual hierarchy and scannability.
  • Emotional and brand response.
  • Copy clarity and tone.

Caveats

  • No sense of flow or timing.
  • an still cause premature convergence (“It looks done”).
The final dashboard design at full width, showing the three header metric cards and the data table below
The final layout. Header cards are user-configurable; the table below is filterable and persistent across sessions.

User Journeys & Service Blueprints

Maps of steps, touchpoints, channels, emotions, and backstage processes across an end-to-end experience

When To Use

  • When experiences span multiple channels/teams (e.g., web + call center + in-person).
  • Early strategy and discovery, or when re-architecting services.
  • Identifying systemic pain points and handoff issues.

To Learn

  • Where the current experience breaks down.
  • Which stages matter most for satisfaction or drop-off.
  • Which teams/systems must change to improve the journey.

Caveats

  • Can be abstract and “high altitude” for stakeholders who prefer screens.
  • Risk of becoming documentation that isn’t tied to decisions.
The final dashboard design at full width, showing the three header metric cards and the data table below
The final layout. Header cards are user-configurable; the table below is filterable and persistent across sessions.

Clickable Prototypes

Linked screens simulating navigation and basic interactions, often in tools like Figma; fidelity can range from wireframes to near-final UI.

Usage

  • The core concept and main flow are chosen, and you’re validating how it works.
  • You need to test task success, error patterns, and learnability.
  • You need realistic walkthroughs for stakeholders.

To Learn

  • Usability of end-to-end flows.
  • Interaction issues, error states, and navigation breakdowns.
  • First-time user understanding and onboarding effectiveness.

Caveats

  • Higher time and cost; easy to overscope.
  • Aesthetic bias and “it looks done” effect.
  • Teams may resist structural changes because they’re encoded in the prototype.
The final dashboard design at full width, showing the three header metric cards and the data table below
Points Calculator Prototype
The metric card component showing a KPI, trend sparkline, and delta percentage
Metric card.
The collapsible filter panel with date range, segment, and saved filter controls
Filter panel.
The empty state shown when no data matches the active filters, with clear call to action
Empty state.
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