Term 5 · Module 2 of 7

Design Thinking for Business Communication

Digital Design Tools & Documentation

Defining Empathy in the Design Context

Designing a communication artifact (presentation, video, document) is a subset of digital user‑experience design. The goal is to use empathy to understand the audience and translate that understanding into a visual, structured artifact. Before the “how” comes the “what” and “why” of empathy.

What Empathy Is (and Is Not)

  • Sympathy: Feeling for someone (“Oh, poor person”).
  • Empathy: Feeling with someone – not what you would feel, but what they actually feel. It means stepping into their mind, shoes, and heart.

The Three Pillars of Empathy

PillarDefinitionExample in business communication
Cognitive empathyKnowing what the audience is going through; gathering data about their needs, constraints, and preferences.Understanding that a CEO scans for ROI signals in a pitch.
Emotional empathyFeeling what the audience feels – requires prolonged exposure and observation.Knowing what triggers frustration or excitement in a long‑time colleague.
Compassionate empathyConverting understanding and feeling into appropriate action.Adapting your instructions because you know the person needs clear, flexible direction.

Key insight for communication: Cognitive empathy is the most powerful pillar for creating a presentation because you rarely have an emotional bond with a new audience. The cognitive understanding itself becomes the action.

Biases as Barriers

A major pitfall: Malkovich Bias – the assumption that everyone uses, thinks, and reacts the same way you do.

  • Example: “No one will click that banner ad” – yet ~1% of users do.
  • Guard against your own preconceptions about what will work. The audience’s reality is not your reality.

Why Empathize: Impact of Right vs. Wrong Empathy

Empathy presentEmpathy gap
Engagement – people relate, are interested, and even if confused they are motivated to understand.Disengagement – audience ignores the communication (e.g., “TLDR” summaries for long emails).
Connection – the message lands as intended.Misalignment – the sender’s intent ≠ receiver’s reality. The audience perceives concept B while you communicate concept A.
The TLDR line is written with empathy: it hooks the reader to read the full email.Acknowledge the gap and work to close it (testing, feedback, iteration).

Exam tip: The empathy gap is a core risk – whenever you lack data about the audience, the communication will likely fail. The first step is admitting the gap exists.

Key takeaways

  • Empathy ≠ sympathy; it is understanding what they feel, not what you feel.
  • Three pillars: cognitive (know), emotional (feel), compassionate (act). Focus on cognitive empathy in presentations.
  • Malkovich Bias: don’t assume your audience thinks like you.
  • Empathy creates engagement; a gap creates disengagement and miscommunication.

Research and Immersion Techniques

These techniques supercharge cognitive empathy – they gather raw data to know the audience deeply. They apply beyond communication artifacts (e.g., product design), but are directly useful for crafting effective presentations, documents, or videos.

1. Contextual Inquiry

Understanding a person in their natural environment or context.

  • Example: If presenting to a CEO, attend other presentations they’ve received – observe their reactions, questions, what excites or disengages them.
  • It’s subconscious data gathering that makes your cognitive empathy “data‑rich.”

2. Active Listening

Deepen contextual inquiry by probing – ask “5 Whys” to uncover the real reason behind a preference.

  • “I like that.” → “Why do you like it?” → “Why is that important?” → Drill down.
  • Be sensitive: too many “whys” can annoy. The goal is to understand triggers, motivators, and information‑absorption patterns.

3. Extreme User Interviews

Identify key stakeholders – the most influential (power users) and the silent, marginalised figures who guide decisions.

  • In a presentation context: who are the decision‑makers? Who are the quiet advisors?
  • Use active listening and contextual inquiry with both extremes to capture the full range of expectations.

4. Experience Sampling

Over time, consciously note what works and what doesn’t with a particular audience or forum.

  • Example: “This person always responds well to bullet‑point emails; that forum prefers short summaries.”
  • Build a personal knowledge base of unwritten rules.

5. Body Storming

Physically acting out the user’s journey (common in product design – e.g., tying knees to simulate wheelchair use).

  • For communication artifacts: stretch your imagination – sit on the other side of the desk and imagine the audience’s reaction.
  • Limited direct applicability, but may spark creative insights.
TechniqueHow it supercharges cognitive empathy
Contextual inquiryObserve the audience in their real decision‑making context.
Active listeningProbe beneath surface statements with “5 Whys”.
Extreme user interviewsCapture needs of both powerful and marginalised stakeholders.
Experience samplingRecord patterns of what works over repeated interactions.
Body stormingPhysically simulate the audience’s experience (if applicable).

Key takeaways

  • Cognitive empathy is built on raw data – these techniques gather it.
  • Contextual inquiry is the most powerful; active listening deepens it.
  • Identify power users and silent influencers via extreme user interviews.
  • Experience sampling formalises tacit knowledge over time.
  • Body storming is a creative stretch for communication design – use it only if it fits.

Empathy Map

An empathy map is a structured tool that transforms raw qualitative observations from empathy-gathering techniques (active listening, contextual inquiry, extreme interviews) into a mental model of your audience. Instead of scattered notes, you organise what the audience says, thinks, does, and feels around a central figure – an individual or group. This systematic synthesis turns cognitive empathy into actionable insight.

The Four Quadrants

QuadrantWhat to captureExamples from behaviour
SaysVerbal statements, quotes, explicit content“This budget is unrealistic.” “I like the visual.”
ThinksInternal thoughts, beliefs, concerns (often unspoken)“I hope this won’t increase my workload.”
DoesActions, gestures, behaviours, engagement levelNodding, turning away, checking phone, murmuring
FeelsEmotional state inferred from tone, body language, contextFrustration, excitement, anxiety, boredom

Says and Does are directly observable; Thinks and Feels require inference from non‑verbal cues and context.

Pains & Gains – The Secondary Layer

Beyond the four quadrants, record the audience’s pains (what hurts, frustrates, or worries them) and gains (what they hope to achieve, what makes them smile or nod). These are derived from cues like:

  • When did they disengage? (e.g., started fiddling with phone → pain point)
  • When did they perk up? (e.g., explicit agreement → gain)

From Map to Persona

Clustering involves linking quadrants (e.g., “they say X because they think Y, and that makes them feel Z”) to uncover thematic understanding – a coherent picture of who this person is and what drives them.

Persona ≠ Role

A persona is a rich, motivated individual – not a job title. Do not confuse it with role or designation:

  • ❌ “CEO” is a role, not a persona.
  • ✅ “A risk‑averse mid‑life CEO who prioritises quarterly results over innovation” – that is a persona.

All CEOs are not the same; all peers are not the same (supportive peer vs. competitive peer). The persona captures motivations, aspirations, fears, and what makes them tick – built from data, not stereotypes.

Exam tip: The most common mistake is to treat a persona as a demographic profile or a job title. A persona is a psychological construct rooted in observed behaviour, not a label like “manager” or “customer”.

Avoiding Projection Bias

The speaker warns of the Malkovich Bias – projecting your own understanding onto the audience. Your persona must be grounded in the data collected via empathy techniques, not in your assumptions. Every detail (e.g., “a middle‑aged life insurance provider worried about his next sale”) must come from structured observation, not stereotype.

Why Bother for a Presentation?

Even for a routine status update, you unconsciously build a mental model of your audience. Formalising it with an empathy map ensures your communication is genuinely tailored – you know exactly what to say, how to frame it, and when to adjust.

Key takeaways

  • The empathy map organises raw data into four quadrants: says, thinks, does, feels.
  • Always add pains and gains as a secondary layer.
  • Cluster the quadrants to find themes and insights.
  • The output is a persona – a motivational profile, not a role.
  • Avoid the Malkovich Bias (projecting yourself) by using only observed data.

Design Principles

Design principles are thumb rules extracted from the audience persona (the mental model built via empathy). They answer: “For this person, what will make communication effective?” Principles are not generic — they are evolved for the specific artifact, audience, and context.

Extracting Principles from the Persona

Insights

An insight converts raw observations (“they said X”, “they felt Y”) into an actionable, audience-specific prescription.

Observation → “The audience hates a lot of text.” Actionable insight → “The audience prefers animated visuals or graphics.”

Pitfall: Avoid bias. A statistician may want numbers and text on slides, not a cartoonish talking head. The insight must come from the persona, not from generic “best practices.”

Visual Tone

Choose the visual style (colours, templates) based on the persona’s emotional and cognitive needs, not personal preference. For example:

  • Soothing pastels for a hospital presentation to doctors.
  • Energetic, vibrant colours for a youth-oriented product launch.

Accessibility

A fundamental functional requirement: the artifact must work for the audience’s physical and technical constraints.

  • Screen-reader compatibility.
  • High-contrast text (for low vision).
  • Avoid red/green reliance (for colour-blindness).
  • Match language to audience (e.g., English ≠ universal).
  • Provide audio/text alternatives when needed.

Tone of Voice

Two dimensions:

  1. Spoken delivery: modulation, speed, volume, pronunciation. Design these consciously for the audience (e.g., calm and measured for a sensitive topic).
  2. Written language: formal, informal, playful, or to-the-point. Example: a legally sensitive message requires precise lawyer‑approved wording; a story for children uses playful language.

Steve Jobs’ presentations epitomise a designed tone – one line, one big visual, a specific cadence – crafted for his audience and context.

Constraint Mapping

When the content itself is hard for the audience to receive, the principle must work through the constraint – not ignore it.

ConstraintExamplePrinciple
Data‑intenseAudience has no time/patience for data, but data must be deliveredVisual summaries, infographics, layered detail
Domain‑intenseIntroducing a new process in change managementEducate step‑by‑step; use analogies; reinforce over time
Paradigm shiftMarketing promises a product vision that engineering hasn’t builtAcknowledge the empathy gap; communicate as a process, not one artifact

Key takeaways: Extracting Principles

  • Insights are actionable prescriptions from observations, not the observations themselves.
  • Visual tone, accessibility, and tone of voice are all derived from the persona, not personal taste.
  • Constraint mapping acknowledges that content may be inherently difficult – work through it, don’t hide it.
  • Principles are specific to the audience and context – no one‑size‑fits‑all.

Designing the Visual Artifact

Once principles are set, apply them to the elements of the artifact: colour, type, hierarchy, transitions, and imagery. Every choice should reduce cognitive load – the mental effort needed to absorb information.

Color

Psychology and persona together dictate the palette.

  • Soothing → pastels, blues (e.g., doctors).
  • Energetic → bold, saturated (e.g., MTV‑style for youth).

Typography and Readability

  • Typography carries emotional tone (soothing vs. energetic) – choose from cognitive empathy.
  • Readability is objective: font, size, colour, and medium matter. A font readable on a laptop may fail on a projection screen. Scientific guidelines exist (e.g., contrast ratios, x‑height).

Cognitive Load

Cognitive load = the effort the brain must exert to process and understand information. Good design reduces it: clear hierarchy, distinct fonts, colour coding, white space. Bad design (dense, uniform text) increases it, hurting comprehension.

Information Architecture and Hierarchy

  • Decide the order, depth, and intensity in which information is revealed.
  • Impactful unveiling: start with a shocking fact or the climax, then build the story backward – a conscious architectural choice (e.g., Steve Jobs’ “one more thing” style).
  • Physical hierarchy (titles, subtitles, bullet depth) mirrors conceptual hierarchy.

Transitions and Animations

  • Transitions control how one screen gives way to the next.
  • Animations can move text, bring in characters, or rearrange elements.
  • All must be drawn from the principles – never add “just because it looks cool.”

Visual Elements and Images

  • Use icons, photos, illustrations that are relatable and immediately understandable to the audience.
  • Avoid surprising users with unfamiliar symbols. Familiarity can be built through consistent reuse, but the first encounter must not confuse.

Key takeaways: Visual Artifact

  • Every design element (colour, font, layout, animation) must be justified by the extracted principles.
  • Cognitive load is the core metric: good design lowers it; bad design raises it.
  • Information architecture is a conscious choice of what to reveal when – can be non‑linear for impact.
  • Visual elements must be meaningful to the audience – creativity should not come at the cost of clarity.

Exam tip: The exam may ask you to convert an audience observation into an insight, or to explain how a persona drives a specific design choice (e.g., “Why would you choose serif vs. sans‑serif for an elderly audience?”). Practice mapping constraints to principles to elements.

Feedback Loops & Iterative Testing

After creating a communication artifact (presentation, email, poster), the final—and continuous—step is testing. Testing reveals whether the assumptions built into the empathy map and persona were correct, and where the artifact needs to change. It closes the design loop by feeding real audience reactions back into the model.

Usability Testing

Usability testing is the direct observation of how an audience interacts with an artifact. It originated in software (is the button easy to find?), but applies to any communication artifact.

  • Observe whether the audience’s actual behaviour matches the empathy map (pains, gains, feelings) you recorded earlier.
  • If mismatches appear, update the empathy map and the underlying mental model.
  • In practice, usability testing is used for high-stakes presentations (large audiences, critical financial decisions), but the principles work for any context.
  • When asking for feedback, focus on what is wrong rather than a wish list. Specific critique (e.g., “the icons felt childish”) is far more actionable than vague praise.

A/B Testing

A/B testing solves the “which format works best?” question. Different audience segments receive different communication formats (e.g., a poster vs. an email vs. a town hall presentation). The format that achieves the highest effectiveness (e.g., recall, behaviour change) becomes the standard going forward.

  • Counteracts your own Malkovich Bias – the natural tendency to assume your preferred format is best.
  • Requires comparable audience segments and a clear success metric.

Contextual Inquiry: Formative vs. Summative

TypePurposeWhenWhat is observed
Formative contextual inquiryUnderstand user without artifactBefore designNatural behaviour in context
Summative contextual inquiry (usability testing)Evaluate artifactAfter designInteraction with the artifact

Both are forms of observation, but summative testing directly validates or refutes the design choices made earlier.

Updating Persona & The Iterative Loop

Testing is not a one-time event. Every round of feedback should lead to updates:

  1. Update the empathy map – e.g., you discover the audience dislikes icons.
  2. Revise the persona – incorporate the new nuance.
  3. Adjust design principles – e.g., “no icons for this audience in this context.”
  4. Apply learnings to the next communication artifact.

The process is circular and never-ending:

Exam tip: The key distinction in testing is that formative inquiry happens before the artifact (no interaction), while summative inquiry (usability testing) happens after (audience interacts with artifact). Both feed back into the model.

Key takeaways

  • Usability testing validates the empathy map by observing real audience interaction with the artifact.
  • A/B testing compares multiple formats (poster, email, presentation) to identify the most effective communication channel.
  • Formative contextual inquiry (before artifact) vs. summative usability testing (after artifact) serve different purposes in the design cycle.
  • Every test result updates the persona and design principles, creating an iterative loop that refines future communications.
  • The process is continuous; there is no final artifact, only the next version informed by feedback.

The Psychology of Information Processing

When people read your content, their brain has limited mental bandwidth. Every extra distraction or unclear structure drains that bandwidth, making it harder for the audience to understand and remember your message. The goal is to reduce cognitive load so that maximum mental effort goes to understanding the core idea, not to fighting clutter or confusion.

Cognitive Load — The Mental RAM

Just as a computer has RAM for immediate tasks, the human brain has a cognitive load capacity — the amount of information it can process at once.

Three components consume that bandwidth:

ComponentWhat it isExample
Intrinsic loadEffort required by the task itselfStep-by-step climbing stairs
Extraneous loadDistractions and noise (irrelevant details, poor formatting)Wondering if a railing is safe, tripping hazards
Germane loadEffort to learn the task in the way it’s presentedA child learning to climb stairs for the first time

Exam tip: As a content creator, you control extraneous and germane load. Minimise both so the brain can dedicate its full bandwidth to the intrinsic task — understanding your message.

Chunking — Group Information Logically

Psychologist George Miller found the brain can hold roughly 7 ± 2 discrete items at once (the “magical number seven”). The exact number isn’t critical — the principle is: limited capacity.

Chunking solves this by grouping related pieces into larger, meaningful units. Instead of throwing 10 unsorted slides at an audience, organise them into 5 logical parts. The brain then processes “Part A” as one chunk, “Part B” as another, and so on.

A Lego set is not delivered as a jumbled pile of blocks. It comes in pre-sorted bags — each bag is a chunk that builds a specific component. Do the same with your information.

Dual Coding Theory — Text + Images That Complement

Proposed by Allan Paivio, dual coding theory states the brain absorbs information through two channels:

  • Verbal (text, spoken words)
  • Visual (images, icons, diagrams)

When both channels carry complementary information, cognitive load drops and comprehension soars. If the text says “revenue increased” and a simple arrow-up icon appears beside it, the brain merges the signals effortlessly.

Do not use pictures as decoration. Every image should reinforce or clarify the verbal content — otherwise it becomes extraneous load.

Designing for Scanning — Not Reading

Research (e.g., Nielsen Norman Group eye-tracking studies) shows people scan content, they do not read every word. Common scanning patterns:

  • F-pattern: Eyes dart down the left side, then move right a bit, then down again — forming an F shape. Common for text-heavy pages.
  • Z-pattern: Eyes start top‑left, move across to top‑right, drop diagonally to bottom‑left, then across to bottom‑right. Common for visual layouts.

To support scanning, apply these five design techniques:

  1. Headings and subheadings — place them at the top‑left for F‑pattern orientation.
  2. Highlighted keywords — bold or colour key terms so the eye stops on them.
  3. White space — give the brain breathing room; no dense walls of text.
  4. Lists — bullet points are scan‑friendly; they break information into bite‑sized chunks.
  5. Emphasis — use size, colour, or weight to draw attention to the most important elements.

Key Takeaways

  • Cognitive load = total mental bandwidth. Minimise extraneous and germane load to free capacity for the core message.
  • Chunking groups related information into a few meaningful units — the brain can only hold 5–9 items at once.
  • Dual coding leverages text + complementary images — never decorative visuals.
  • Scanning is the default behaviour; design for F‑pattern (text) or Z‑pattern (images).
  • Five scanning enablers: headings, keywords, white space, lists, emphasis.

Information Hierarchy and Scannability

Visual design determines whether an audience absorbs information or drowns in it. Four principles—visual hierarchy, white space, color, and Gestalt principles—turn text into a scannable, intuitive experience.

Visual Hierarchy: The Volume Knob of Text

Great orators vary volume, speed, and pauses for effect. Text works the same way: size and scale create differentiation. If every element is the same size, the reader gets a flat whisper – nothing sticks. Use extremes: a single word on a page can shout “Stop!” and make an impression.

Exam tip: The principle is “don’t be afraid to use extremes.” A slide with two letters or a page with one word is legitimate – it forces focus.

White Space: The Oxygen of Content

White space (blank areas) gives the reader breathing room. It chunks information, establishes hierarchy, and lets the brain process each block separately. Never fill every pixel. The right amount of information at the right pace beats maximum density.

Color: The Emotional Soundtrack

Color bypasses the logical brain and communicates directly. Red signals danger without a single word; blue suggests calm or background. Use color to make scanability effortless – the eye instantly knows what is urgent, what is secondary.

Gestalt Principles: How the Brain Organizes Visuals

Gestalt (German for “unified whole”) describes how humans naturally group and interpret visual elements. Six principles guide layout:

PrincipleIntuitionApplication
ProximityThings close together are perceived as related.Group related content – it becomes one unit.
SimilaritySame font, colour, or shape → same group.Use consistent styling for items at the same level.
ContinuityAligned sizes create a sense of flow.Title → sub-title → body: a clear descending order.
ClosureThe brain fills in missing information to see a complete shape.The FedEx arrow (hidden in the letters) – use sparingly; don’t create confusing illusions.
Figure-GroundThe viewer automatically separates foreground (figures) from background (ground).Keep figure and ground distinct – no ambiguous optical illusions in business documents.
Common FateElements moving or pointing in the same direction are perceived as a group.Align arrows, bullet points, or lines so the brain senses a single flow.

Exam tip: The most misused Gestalt principle is figure-ground. In presentations, avoid visual illusions that make the background compete with the content. Clarity > cleverness.

Key takeaways

  • Use size and scale (visual hierarchy) to signal importance – like an orator’s volume.
  • White space is essential; don’t be afraid of empty areas.
  • Color communicates emotion instantly – choose intentionally.
  • Gestalt principles (proximity, similarity, continuity, closure, figure-ground, common fate) explain how the brain groups elements. Align your design with them.

The Art of Progressive Disclosure

Progressive disclosure means showing content when it is needed, not all at once. It prevents cognitive overload and guides the reader step‑by‑step.

Why?: Choice Paralysis & Hick’s Law

Laying out every piece of information at once triggers choice paralysis (the paradox of choice). Audiences absorb less because they are overwhelmed. Hick’s Law formalises this: the time required to make a decision increases algorithmically (non‑linearly) with the number of choices. So instead of being a mapmaker who dumps the whole terrain, be a concierge – offer the three best options now, then guide to the next step.

Exam tip: The mapmaker vs. concierge metaphor is a high‑yield analogy. A mapmaker gives everything; a concierge curates and leads.

Two Key Strategies

Progressive disclosure works through two complementary techniques:

1. Read More Strategy

A teaser – a small preview – is shown, and the user decides whether to dig deeper. Common in news sites, Twitter, and email newsletters. It serves as a decision bifurcation point: “Here is what’s inside; click to read more.” Think of a movie trailer: it promises the interesting parts, then the viewer chooses to watch the full film. This strategy helps users prioritise where to spend attention.

2. Sequencing Information

Once the user is engaged, do not dump everything at once. Instead, build a narrative arc that keeps them hooked as they go deeper. A standard arc:

  • Hook – grab attention (e.g., “You’ll get X in the next 2 minutes.”)
  • Value – explain why they should care.
  • Details – deliver the core information.
  • Gather / Conclusion – summarise what they’ve learned.

The narrative arc can be non‑linear (e.g., start with a climax, then flashback) – the goal is to sustain engagement so the audience absorbs the full content gradually.

Key takeaways

  • Progressive disclosure avoids choice paralysis by showing only what is needed, when needed.
  • Hick’s Law: decision time increases non‑linearly with more choices – keep choices small at each step.
  • Read more strategy offers a preview and a decision point.
  • Sequencing information uses a narrative arc (hook → value → details → conclusion) to lead the audience deeper.

Persuasive Copywriting & Microcopy

Microcopy refers to the tiny texts—one phrase, one label, one message—that do the heavy lifting of moving a user through a narrative. In presentations, a slide with just two or three words and an image is effective because microcopy makes the audience pause, absorb, and react. It combines writing with behavioral psychology.

The power of microcopy rests on three interacting principles, each playing a distinct role:

1. Active Verbs – The Engine

Active verbs (e.g., do, say, think, consider, explore, download) are the primary driver. They are not just grammatical choices—they are psychological triggers that clarify intent and drive action.

  • Passive vs. Active: – Passive: “Click here, and the download will start.” – Active: “Download now.” The active version is direct, reduces mental effort, and prompts immediate action.

  • Vague vs. Specific: – Vague: “Read more” or “More information” (generic, overused). – Specific: “Explore features” (tells the user exactly what to expect and what to do). The verb must be a verb, not a noun (“features” alone does not trigger action; “explore features” does).

Exam tip: When rewriting any call-to-action, identify the verb. Replace “Learn more” with an action specific to the context—e.g., “View pricing,” “Try demo,” “Start trial.”

Key takeaways (Active Verbs)

  • Active verbs are the engine of persuasion—they make the user act.
  • Prefer specific, context-rich verbs over generic ones.
  • Use verb + noun pairs (“explore features”), never a noun alone.

2. Framing Effect – The Steering Wheel

The framing effect is a psychological phenomenon where people react differently to the same information depending on how it is presented (framed). Words are never neutral.

  • Positive vs. Negative Frame: – Positive: “95% of users succeeded.” – Negative: “5% of users failed.” Both convey the same fact, but each triggers a different emotional response. Choose the frame that aligns with your communication goal (e.g., highlight success vs. signal risk).

  • Contextual framing: A price of ₹400/month can be framed as “less than the price of a popcorn at PVR.” The same number acquires a different meaning through comparison.

  • Key takeaway: Every time you write content, you are setting a frame. Be conscious of what emotion or association the frame triggers. The frame steers how the audience interprets the message.

Key takeaways (Framing)

  • Always ask: “What do I want to register in the audience’s mind?”
  • Frame information to match your goal—positive for trust, negative for urgency (when appropriate).
  • Use comparisons to make abstract numbers concrete.

3. Social Proof & Scarcity – The Turbocharger

These two principles accelerate the audience’s movement toward a desired action. They are common in advertisements and digital interfaces.

  • Social Proof (Safe Bet): “9 out of 10 dentists recommend…” or “Everyone in my class uses this.” People follow the crowd because it feels safe. Highlighting that others have already chosen the same path reduces uncertainty.

  • Scarcity (FOMO – Fear Of Missing Out): “Only 3 tickets left!” or “Sale ends tonight.” Scarcity creates urgency. Even if the user logically knows the seller benefits, the fear of losing the opportunity overrides logical evaluation.

  • Combined effect: When social proof (“Top-rated product”) and scarcity (“Only 2 left in stock”) appear together, they create maximum persuasive pressure.

Exam tip: Scarcity must be genuine. Artificial scarcity (e.g., fake countdowns) can damage trust once discovered. Ethical use of scarcity builds credibility.

Key takeaways (Social Proof & Scarcity)

  • Social proof leverages herd instinct; use testimonials, user counts, endorsements.
  • Scarcity triggers FOMO; use limited-time offers, stock counts, exclusive access.
  • Combining both is especially effective—but always stay truthful.

4. Ethical Guardrails

Because microcopy gives the writer the power to influence behavior, ethical responsibility is essential.

  • Words are a superpower; use them to move people, not to manipulate or deceive.
  • Always ask: Is this the right thing to do? Am I being honest?
  • Designers and communicators must consciously build ethical guardrails into their copy.

5. Reducing Friction – What NOT to Do

Friction is anything that slows or blocks the user’s understanding or action.

  • Avoid jargon and fluff: Complicated sentences increase cognitive load. Replace them with direct, simple language.
  • Don’t use vague fillers: Every word should earn its place. If a sentence can be shortened without losing meaning, shorten it.
  • Use clear, direct language: The goal is to reduce the number of mental steps between the user’s desire and the action.

Actionable rule: Write as if the user is in a hurry. Remove every unnecessary word.

Key takeaways (Reducing Friction)

  • Jargon and long sentences are friction—remove them.
  • Use the most effective direct language for your audience.
  • Write for easy absorption: short words, short sentences, clear verbs.

Overall Key Takeaways – Persuasive Copywriting & Microcopy

  • Microcopy is powerful because it combines tiny text with behavioral psychology.
  • Three components drive persuasion: Active Verbs (engine), Framing (steering), Social Proof & Scarcity (turbocharger).
  • Always apply an ethical guardrail—influence, don’t manipulate.
  • Reduce friction by cutting jargon, fluff, and complicated sentences.
  • Every word you write is a choice that shapes the user’s mental journey—choose deliberately.

Data Visualization for Persuasion

Data visualization turns numbers into a visual argument. A chart is not a neutral display; it makes a case. The goal is to make data intuitive and emotional — something your audience grasps instantly and feels compelled to act on.

Two non-negotiable principles:

  • Choose the right chart for the relationship you want to prove.
  • Eliminate Chartjunk – every visual element must carry information.

Choosing the Right Chart

Match the chart type to the relationship in your data. The four fundamental relationships are:

RelationshipWhat you’re showingExample chart typesAudience question it answers
ComparisonWhich is higher, lower, faster, cheaper?Bar chart, column chart, dot plot“Which one is better?”
TrendHow is data moving over time (direction, rate)?Line chart, area chart“Are we heading the right way?”
Share (Part-to-whole)What portion does each piece hold of the total?Pie chart (simple), stacked bar chart, treemap“How does this fit into the big picture?”
CorrelationHow do two variables relate (move together or opposite)?Scatterplot, bubble chart“When X goes up, what happens to Y?”

Exam tip: A pie chart works only when you have a few categories that sum to 100% and you want to emphasise one slice vs. the whole. For anything more complex, use a stacked bar chart — it’s far more precise.

Intuition: A chart that needs five minutes of explanation has failed. The right chart makes the insight automatic.

Eliminating Chartjunk

Chartjunk (coined by Edward Tufte) is any visual element that does not represent data. Common examples:

  • Unnecessary gridlines
  • 3D effects and shadows
  • Decorative icons or background images
  • Excessive labels or colour that add no meaning

Every line, colour, and text must earn its place. Remove anything that adds extraneous cognitive load.

Exam tip: 3D charts almost always distort perception and hide data. Don’t use them – they’re the #1 sign of an amateur.

The gold standard: Charles Minard’s map of Napoleon’s 1812 Russian campaign. It encodes six dimensions (army size, location, direction, temperature, time, and outcome) in a single, clean graphic. No Chartjunk.

The “So What?” Factor & Data Storytelling

A data report simply presents numbers. A data story makes the audience see what to do.

  • Bridge observation to action. The viewer should look at your chart and think, “I know what to do next.” If they think “So what?”, you’ve lost them.
  • Show the insight, not just the graph. Interpret the data directly. Every chart should answer: Why does this matter? What should change?

A data story is created by:

  1. Choosing the right chart.
  2. Removing Chartjunk.
  3. Adding the “So what?” – the explicit takeaway or recommendation.

Using Colour Strategically

Colour communicates faster than text. Use it as a functional tool, not decoration.

Five ways to use colour in data visualisation:

  1. Sequencing – a gradient (e.g., light → dark blue) shows a continuous change (e.g., increasing temperature).
  2. Divergence – two opposite colours (e.g., red → white → green) show variation around a midpoint (e.g., profit vs. loss).
  3. Action – cultural associations (e.g., red = problem, green = success). But check your audience: red may mean different things in different cultures.
  4. Semantic resonance – colour that matches the context (e.g., red for "urgent status" vs. red for "Christmas cheer").
  5. Categorisation – same colour = same group (Gestalt principle of common fate).

Accessibility is critical. Test your chart in black and white. If meaning is lost, add patterns, textures, or labels. 1 in 12 men have colour blindness; never rely only on colour to convey information.

Interactive Data

If the medium allows (e.g., live presentation, digital report), let the audience interrogate the data themselves. Interactivity is a supercharger – it turns passive viewers into active discoverers.

  • Allow filtering, toggling variables, zooming.
  • Users who find their own insight are far more convinced.

Warning: Never use interactivity just to decorate (e.g., flashy colour-changing buttons). Every interactive element must help answer a real question about the data.


Key takeaways

  • Chart selection = matching the relationship (comparison, trend, share, correlation).
  • Chartjunk = any visual element that doesn't add information. Remove it ruthlessly.
  • “So what?” = the bridge from data to action. Always state the insight and recommendation.
  • Colour is functional – use it for sequencing, divergence, action, semantic resonance, and categorisation. Always check accessibility (black-and-white test, colour blindness).
  • Interactive data lets the audience discover insights themselves – use it when the platform supports it, but never for decoration alone.

Testing for Clarity

Once content is designed (text, visuals, layout), it must be tested to confirm it actually works. The cost of wrong communication or missed communication determines how rigorous testing should be. Four techniques range from simple (even without an audience) to advanced (with cost and effort).

1. Five‑Second Rule (Brutality Test)

The simplest test: five‑second rule. Show the content to someone for exactly five seconds, then remove it and ask, “What did you just see?” If they can articulate the key information or intended action, the design hooks the audience. In a distracted world, if the message isn’t captured in five seconds, the audience is lost.

  • When to use: Any quick check – turn your monitor to a colleague, ask someone walking by.
  • What it tests: Whether the core message is instantly understood.

2. Blur Test

The blur test evaluates layout structure – headings, chunking, focal points, action colours – without legible text. Blur a screenshot of the content (using Photoshop, Figma, etc.) until text is unreadable. Alternatively, ask a participant to stand back and squint.

  • What to look for:
    • Is the headline still visible as a blurred block? (right font size, weight, contrast)
    • Is chunking apparent – distinct blurred groups?
    • Is there a clear focal point for scanning?
    • Does an action colour stand out?
  • What it tests: Visual hierarchy and logical layout, independent of content.

3. Cloze Test (Stress Test)

Developed by Wilson Taylor (1953), the cloze test measures how well a user understands a text‑heavy message without reading it fully. Blindly delete every 5th or 6th word, leaving blanks, and ask participants to fill them in.

  • Interpretation:
    • Correct guesses above 60% → the copy is well‑sequenced, framed, and emphasised.
    • Exact words are not required; synonyms and context‑appropriate fillings count.
  • What it tests: Clarity of language, logical flow, and emphasis in text‑dense communications (not microcopy).

Exam tip: The 60% threshold is the standard pass mark for a cloze test. Below 60%, the text needs revision – the audience is not predicting the message naturally.

4. Heatmap / Eye‑Tracking Test (Truth Serum)

Eye tracking generates heatmaps – colour‑coded maps of where eyes fixate and dwell. Because viewers cannot lie about what they actually look at, this test provides objective truth.

Heatmap colourMeaningDesign implication
Red spotsFixations – eyes stopped hereShould be the most important elements
Yellow regionsLingering attentionNext‑priority content
Green regionsBrief or complementary looksMay include secondary info
White areasBlind spots – no one lookedEnsure nothing critical is placed there
  • What it tests: Whether the actual viewing behaviour matches the intended layout – are key points seen, dwelled upon, and not ignored.

Choosing a Test

Key takeaways

  • Five‑second rule tests instant comprehension; hook the audience in 5s or lose them.
  • Blur test assesses visual structure (headings, chunking, focal points) without readable text.
  • Cloze test (fill‑in‑the‑blanks) validates text flow; pass threshold is 60% correct guesses.
  • Eye‑tracking heatmaps reveal fixations (red), lingering (yellow), and blind spots (white).
  • Choose the test based on the cost of miscommunication – simple tests for everyday work, advanced tests for high‑stakes communications.

Rapid Prototyping of Presentations

Rapid prototyping in presentations is the act of externalizing an idea as fast as possible to test whether the logic holds up. It is not about building the finished artifact — it is about building a facade to test impact and flow quickly. This is a mindset of iteration: repeatedly put down thoughts, formalize, fine-tune, and pivot.

Low-Fidelity Prototype vs. Polished Artifact

AspectLow-Fidelity (Rapid Prototype)Polished Final Artifact
ToolPen, paper, or tablet for sketchingFull digital system with templates, fonts, animations
Time per concept2–5 minutes2–3 hours
FocusStructure – does the story make sense?Surface details – hex codes, font pairings, exact wording
Emotional attachmentDetached – easy to discard or pivotAttached – “I spent all night on this”
GoalLearn quickly, validate ideasFinal approval and execution

Why Use Low-Fidelity Prototyping (Three Values)

  1. Reduces cognitive load – A blank high-end canvas triggers anxiety (hex codes, fonts, licensing). Pen and paper strip away those choices, forcing focus on narrative flow and information hierarchy. Design choices become easy later.
  2. Invites collaboration – A pixel-perfect presentation feels finished; viewers become passive audience. A rough storyboard signals “work in progress,” encouraging others to contribute ideas as collaboration rather than criticism.
  3. Speed of thought – Human hand-and-eye is the fastest way to project a spatial idea. While you boot up software or ask an AI for an icon, you could have sketched three or four concepts on paper.

Key Principle: Constraints Create Creative Freedom

When asked “come up with a brilliant idea,” the brain goes blank. Narrowing the problem (e.g., “solve the gear-shifting problem for a better driving experience”) channels exploration and forces creative leaps. Constraints give direction.

Technique 1: The 10-Second Rule

If you cannot convey the soul of a slide in 10 seconds, the concept is too complex. Audiences decide within seconds whether they understand a slide.

  • Set a timer.
  • Draw one thing that matters most for that slide.
    • Example: Growth → an upward arrow.
    • Example: Happiness → a smiley face.
    • Example: Confusion → a gray cloud.
  • Goal: Strip away everything except the must-have message.

Exam tip: Apply the 10-second rule to every slide during storyboarding. If you need more than 10 seconds to explain the core idea, the slide likely contains noise that will confuse your audience.

Technique 2: Divergent Thinking Tool – Eight-Panel Sketch

A core design sprint method to push past first, obvious ideas.

Setup:

  • Take an A4 sheet of paper and fold it into 8 panels (fold three times).
  • Set a timer (e.g., 60 seconds per panel) and sketch a unique solution in each panel.

What happens:

  • Panels 1–2: Safe, obvious ideas (e.g., an arrow for growth).
  • Panels 3–5: Getting difficult; forced to experiment (staircase, balloon, etc.).
  • Panels 6–8: Brain is primed; creative leaps occur, yielding unexpected gems.

Outcome: You do not get 8 perfect slides. You get 1–2 non-obvious approaches you would never have found by stopping at the first idea.

Technique 3: Visual Shorthand – Develop a Personal Symbolic Language

Use a consistent symbolic code to represent slide elements quickly. This is not illustration — it is fast communication of structure.

Common symbols (customizable):

  • Headline → One thick line across the top.
  • Body text → A series of squiggly, scribbled lines.
  • Image / photo → A rectangle with an X inside.
  • Call to action → A shaded rectangle with a word inside.
  • Person → Stick figure.
  • Interaction / flow → Dotted lines, different stroke weights, or colour.

A personal alphabet removes inhibition (“does this look like art?”) and lets you focus on ideas.

Key takeaways

  • Rapid prototyping is a mindset of iterative, low-effort externalisation to test structure.
  • Use low-fidelity tools (pen/paper) to reduce cognitive load, invite collaboration, and gain speed.
  • Three techniques enable efficient storyboarding: (1) the 10-second rule to find the core idea per slide, (2) eight-panel divergent sketching to push beyond obvious solutions, and (3) a personal visual shorthand for fast symbol-based layout.
  • Constraints create creative freedom – narrow the problem to channel exploration.

Prototyping in Design Thinking for Business Communication

Prototyping in this context means creating a low-fidelity, visual representation of a presentation’s structure and flow — before refining words, images, or data visualizations. The goal is to rapidly externalize the narrative and layout so that you can test and iterate ideas without getting bogged down in polish.


What to Prototype

1. Narrative Arc

The narrative arc is the overall story — the script that guides the audience from beginning to end. You don’t need visuals for this; just a clear sequence:

  • How will you open? (e.g., “Have you ever felt this frustration?”)
  • What content follows, and why is the continuity compelling?
  • How will you converge the arguments and close?

Example (smart keychain pitch): Act 1: Pain of losing keys. Act 2: Solution – a keychain that alerts you when you walk away. Act 3: Relief – you won’t be frustrated anymore.

Prototyping the narrative arc forces you to decide the three‑act structure (or more acts) before worrying about slides.

2. Content Design

Once the arc is set, prototype the overall content design for each frame (slide):

  • Chunking and cognitive load – group related ideas together, decide what each frame contains.
  • Progressive disclosure – reveal information step by step.
  • Dual coding theory – choose whether to use text, image, or both.
  • Design for scanning – decide the headline, tagline, and where the eye should move first.

This is where you apply earlier module principles to shape the flow.

3. Layout per Frame

For every frame, prototype the visual hierarchy – what hits the audience first, second, third. Specify:

  • White space usage.
  • Gestalt principles (proximity, similarity, closure) to bind elements into a coherent whole.

At this stage you indicate where things go, not the exact words or images.


What NOT to Prototype (at this stage)

ElementPrototype approachReason
Bulk of actual wordsDo not fine-tune phrasingPhrasing is a separate, later exercise.
Specific imagesOnly placeholder descriptions (e.g., “a smiling person” or “urban landscape”)Full image selection is premature.
ColorsOptional – use only if it speeds up the process (e.g., one marker for CTAs)Prioritise speed; colour can be added later.
Detailed data visualizationsState the intended insight (e.g., “this chart argues for growth”)Detailed design is a separate exercise.

Exam tip: The core principle is speed over perfection. A prototype that takes 10 minutes is more valuable than a polished one that takes an hour – you’ll iterate faster.


Tools & Principles

Recommended tool: Paper and a marker. It imposes no constraints and responds directly to your creativity.

Digital alternatives (when paper is impractical, e.g., in transit):

  • Procreate (iOS)
  • Concepts (Android)

The choice of tool changes rapidly; the only principle to remember is: make it as close to paper and marker as possible. The tool must not force you to think or create in a certain way – it should respond to your creativity, not the other way around.


Key takeaways

  • Prototype in three layers: narrative arc → content design → layout per frame.
  • Do not prototype exact words, specific images, colours (unless fast), or detailed data visualizations at this stage.
  • The goal is speed: quickly externalise structure and flow for iteration.
  • Paper + marker is ideal; digital tools should mimic that freedom.
  • Everything you prototype should reduce cognitive load and improve visual hierarchy, applying earlier theories (chunking, progressive disclosure, dual coding, Gestalt).

From Story to Slide: The Narrative Arc

A presentation is a movie that sells an idea. It must have a storyboard — a clear beginning, middle, and end, with a logical progression that guides the audience from problem to solution. The narrative arc defines this overall structure.

Intuition: Before designing a single slide, decide where you start, where you end, and what conflict or problem you solve in between. This is the backbone of the presentation.

The four-part arc used in the reminder-app example:

StagePurposeExample (Reminder App)
Context (Start)Set the stage: why are we here? Why is the audience listening?“You constantly lose your keys.”
ConflictFrame the problem or issue that needs resolution.“You waste time searching, miss appointments.”
ResolutionPresent your case: the product, idea, or solution.“The Reminder app alerts you when you leave keys behind.”
Call to Action (CTA)Tell the audience what to do next.“Download now” / “Adopt this process.”

This arc is flexible — you can expand or combine slides per stage depending on content density.

Slide Count Planning (Large Content Design)

Once the narrative arc is set, map each stage to a rough number of slides. This is rapid prototyping on paper — not final numbers.

Initial iteration (example):

StageSlidesNotes
Context1Title + setting
Conflict1–2Paint the story, highlight the issue
Resolution2–3Product entry, feature details (fun + “boring” but engaging)
CTA1Final call

Iterate: you may start with “1-1-2-1” but later expand to “1-1-1-2-1” as ideas grow.

Exam tip: The slide count is a living estimate. Do not lock yourself into a rigid number during ideation — let the content drive the expansion.

Rapid Prototyping: Paper-First Ideation

Before opening any digital tool (template-dumping temptation), ideate on paper. This forces creative exploration rather than passive template filling.

The Crazy 8 technique for each slide:

  • Fold a page into 8 panels.
  • For a given slide (e.g., Introduction), sketch 8 different visual ideas in ~5 minutes.
  • First 2 ideas are usually obvious or boring — push past them for more creative solutions.
  • Each panel contains: image idea, title, and key visual elements (e.g., a human with surprised expression, a car key and question mark).

Why it works: Prevents settling for AI-generated templates or time-pressure defaults. It is an exploration phase.

Visual Metaphor (Overall Theme)

Choose a consistent visual metaphor that ties the entire narrative together. Examples:

  • Journey – starting point → path → destination.
  • Climb – uphill struggle → peak → descent.
  • Transformation – raw material → process → new form.

The metaphor should subtly appear in slide backgrounds, transitions, or icons to give a cohesive “feel.” Do not detail it yet — just decide the broad idea.

GPS Anchors: Guiding the Audience

In longer or complex presentations, provide visual indicators of progress (like breadcrumbs or a progress bar). This helps the audience answer “where are we now?”.

Example: Mark the current stage prominently (e.g., “Phase 2: Market Research”) while dimming or stacking the other phases. On paper prototypes, reserve space for these anchors; the exact design (GPS marker, timeline, etc.) will be refined later.

The 10-Second Rule

Each slide must pass the 10-second rule: a viewer should grasp the single main idea within 10 seconds. The prototype should highlight the one key element (big title, dominant image). Supporting details (anchors, footnotes) are light and secondary.

Iteration as Directed Creativity

Rapid prototyping is not a fixed sequence. Treat your initial plan “with a pinch of salt”. New ideas will emerge as you sketch. The goal is directed creativity — a structured process that still allows spontaneous refinement.

Workflow summary:

Key takeaways

  • The narrative arc (context → conflict → resolution → CTA) is the storyboard for any persuasive presentation.
  • First plan the arc and rough slide counts, then ideate each slide on paper using the Crazy 8 technique.
  • Start with obvious ideas, then push for more creative visual solutions — avoid digital templates too early.
  • A visual metaphor (journey, climb, transformation) unifies the whole presentation.
  • GPS anchors (progress indicators) and the 10-second rule (one idea per slide) guide audience understanding.
  • Iterate freely: the prototype is a living document, not a fixed blueprint.

Paper Prototyping for Business Presentations

Paper prototyping for presentations is a rapid, low-fidelity method to design the structure of a narrative, not the polished content. The goal is to iterate on the sequence, flow, and key frames of a business pitch before committing to detailed slides.

The core mantra: prototyping is about structure, not details. You sketch boxes, squiggles, and arrows — a language of shorthand — to represent headlines, images, text, animation, and calls to action. This keeps you focused on the big story and makes feedback quick and cheap.

The Narrative Arc (The “Story Spine”)

Every presentation should follow a dramatic arc that hooks the audience and leads to a clear call to action. The arc built in the demo:

  1. Introduction – Set the stage.
  2. Conflict – The problem the audience faces.
  3. Big Relief – Your product/service as the solution (the “aha” moment).
  4. Happy User – Life after the solution.
  5. Call to Action (CTA) – What you want the audience to do next.

Each of these stages becomes one or more slides in your prototype. The arc is not rigid — expect it to evolve as you prototype and get feedback.

Exam tip: Always end with a valid call to action (e.g., “Experience the demo,” “Visit our booth”). “Thank you” alone is a missed opportunity — it’s not a CTA.

The Prototyping Process: From 5 Slides to 7+ Slides

You start by sketching a minimal storyboard (e.g., 5 slides). Then, through iterative feedback and the Crazy 8s technique (brainstorming 8 variations per slide in 8 minutes), you expand and refine.

Demo Example: Smart Keychain Pitch

A keychain that alerts your phone if you leave it behind.

Initial 5-slide structure:

  • Slide 1: Introduction (e.g., “Tired of losing your keys?”)
  • Slide 2: Conflict (sad moment – leaving keys at café)
  • Slide 3: Big Relief (phone alert: “You left me!”)
  • Slide 4: Happy User (smiling, keys found)
  • Slide 5: Call to action (e.g., “Buy now”)

After feedback (e.g., an audience wants technical details), the structure grows:

  • Slide 1: Introduction
  • Slide 2,3,4: Problem → solution → joy (3 slides)
  • Slide 5,6: “Joy” expanded – show phone screens, step-by-step how the alert works, zoomed-in details
  • Slide 7: Technical specifications (e.g., range, battery, cost)
  • Slide 8: Call to action

Notice the arc now becomes: Intro → Story (3) → Joy+Tech (2) → Specs (1) → CTA. The prototype is a living artifact.

Paper Prototyping: The Mechanics

Shorthand (Your Own Visual Language)

Create simple, abstract symbols for every element. This keeps you from obsessing over fonts and images.

ElementShorthand ExampleDescription
HeadlineA thick wavy line across the topRepresents title/headline
Simple textSeveral thin wavy linesBody text placeholder
ImageA rectangle with a diagonal crossPlaceholder for any image/graphic
Animation/transitionArrow with curve directionIndicates movement (e.g., “slide in from right”)
Call to actionA rectangle with thick borderEmphasised CTA box
Button/iconSmall circle or rounded boxInteractive element

You can introduce colour for emphasis (e.g., green for positive context, red for negative track), but keep colours to a minimum — too many distract from structure.

The 10‑Second Rule

Each slide sketch should be created in 10 seconds or less. This forces you to stay abstract and avoid getting trapped in details. If you can’t sketch the idea in 10 seconds, it’s too complex; simplify.

Crazy 8s

For each key slide (e.g., the “Big Relief”), fold a paper into 8 panels and sketch 8 different ways to convey that moment in 8 minutes (1 minute per panel). Then pick the best one or combine elements. This ensures you explore alternatives before committing.

Collaboration & Feedback: The Real Power

Because the prototype is on paper (or a digital sketch), you can literally lay it in front of a manager or test user and get immediate reactions. They might ask for more tech details, or say it looks too comic-like. You add a new slide — the prototype evolves in minutes.

Exam tip: Rapid prototyping enables collaboration. The faster you show a rough version, the sooner you discover misalignment with audience expectations. Never wait until the final polished deck to test the story.

From Prototype to Final Presentation

Once your paper prototype has the full structure — intro, story arc, technical details, CTA — you move to the next level of detailing:

  • Decide exact taglines and word choice.
  • Choose real images or diagrams.
  • Add transitions and animations.
  • Ensure alignment with business goal.

The paper prototype is your blueprint. You no longer wonder “Am I covering enough?” because you have the whole picture.

Tools

ToolPlatformNotes
Paper & penAnyBest for speed and freedom. No tool setup time.
ProcreateApple (iPad)Digital sketching, supports layers and colour.
ConceptsAndroid/WindowsVector sketching app, good for rapid prototyping.

Recommended approach: Start with paper. Only move to a digital tool (and then to a polished presentation) after the structure is solid.

Key Takeaways

  • Paper prototyping is about structure, not details. Use abstract shorthand (squiggles, boxes, arrows) to represent content.
  • Follow a narrative arc: Intro → Conflict → Relief → Joy → CTA. Expect it to grow through feedback.
  • Use Crazy 8s to ideate multiple versions of key slides, and the 10‑Second Rule to stay abstract.
  • Feedback from collaborators (managers, users) is instantaneous — add or remove slides on the spot.
  • The final prototype becomes a blueprint for the polished deck. All micro-decisions (taglines, images, wording) happen later.
  • Keep tools simple: paper first, then digital sketching only if needed. Avoid too many colours or details in the prototyping phase.