The state of
mobile app prototyping.
We surveyed 500+ product managers. Here's what changed in mobile prototyping — and what didn't — heading into 2026.
A prototype is
a question, made tangible.
Mobile app prototyping is a digital sketchpad — a clear preview of how an app looks and behaves, without committing engineering effort. The point isn't the artefact; the point is the answer.
Six reasons
to prototype first.
Validate ideas early
Get the concept in front of users before you write a line of code.
Iterate at design speed
Tweak Figma, hot-reload the build. No engineering bottleneck.
Real, functioning previews
Stakeholders interact with the prototype like it's the real app.
Customer-validated UX
Run usability tests on something that feels native, not a slideshow.
Slash time and cost
Cut weeks off the discovery phase — no specialised prototyping team.
Find flaws before launch
Catch broken flows and broken assumptions while they're cheap to fix.
Two kinds.
One answer.
Concept testing
Simplified screens. Boxes, lines, intent. Perfect for early ideation — does the flow even make sense? Don't overinvest before you know.
User testing
Full visuals, real interactions, native feel. The version stakeholders can demo and customers can actually use. This is where Bravo lives.
Five steps
to a real prototype.
Validate
Run interviews and surveys. Decide there's something worth building.
Requirements
Write the smallest set of flows the prototype must demonstrate.
Sketch
Rough up the screen architecture and navigation. Pencils, whiteboards, Figma.
Wireframe
Tighten the layouts. Lock the hierarchy and primary interactions.
Prototype
High-fidelity, native, on-device. The version you actually test with people.
Prototype that
actually runs.
Bravo turns your Figma into a real, on-device, native prototype. Test with users tomorrow.