Low-Fidelity Prototyping: Mock-ups and Models

Cardboard, foam, clay and paper, sizing for people, and what a mock-up can and cannot tell you.

What a mock-up is for

A low-fidelity prototype is made quickly from cheap, easy materials: cardboard, foam, clay, wood, paper and tape. It answers questions of size, shape, layout, feel and flow, long before anything needs to be accurate or strong. Because it costs minutes, you can make several, break them and learn from each.

Worked example: a cardboard case against a printed one

  • A handheld case 150 × 80 × 30 mm has a surface area of 2 × (12 000 + 4 500 + 2 400) = 37 800 mm² = 378 cm².
  • In corrugated card at about $0.0002 per cm² it costs $0.08 and 20 minutes to cut and tape. A 3D print of the same shape uses about 55 g of filament ($1.38) and takes about 5 hours of printing: 15 times slower.
  • So test fit, grip and layout in card first; print only when the shape is settled (see Rapid Fabrication: Choosing a Method).

Materials and their uses

MaterialGood forToolsNotes
Corrugated cardboardBoxes, enclosures, layouts, brackets at full sizeKnife, ruler, hot glue, tapeCheap and fast; not strong or accurate
Foam board (foam core)Cleaner enclosures, models with edgesSharp knife, glue gun, pinsCuts cleanly; dents easily
Styrofoam and EVA foamOrganic shapes, handles, gripsHot wire, rasp, sandpaperCarve and sand by hand; EVA is soft
Modeling clay (oil-based)Hand grips and ergonomic formsFingers, toolsEasy to change; scan or cast it afterwards
Wood and MDF scrapsRigid frames and jigsHand tools, saw, drillHeavier; more work
Paper and card (origami, folds)Folding mechanisms, covers, sheet-metal shapesScissors, craft knifeTest folds and bends before cutting metal
Building bricks, construction kitsMechanisms, linkages, gear trainsNoneQuick proof of motion
Hot glue, tape, 3D penJoining and sketching in spaceGlue gun, 3D penQuick fixes
Thin plywood (laser-cut)Flat parts with accuracyLaser cutter (see Laser Cutting)Fast once the file is ready

Testing with people: size, grip and reach

People vary, and a design must fit a range of them. Body dimensions are roughly normally distributed, so you can describe a dimension by its mean and standard deviation, and design to cover the 5th to the 95th percentile (mean ± 1.645 σ), which includes 90 % of people.

Designing for a range of people657585951050hand breadth (mm)5th: 77.6 mmmean 85 mm95th: 92.4 mmDesign for 5th to 95th percentile (shaded) = mean ± 1.645 σ; adjustable parts cover more. Illustrative values: use published anthropometric data.
A body dimension and the 5th to 95th percentile design range.
  • Clearances (door openings, finger holes, gaps for a hand) are set by the largest person: design for the 95th percentile.
  • Reach (distance to a control, a high shelf) is set by the smallest person: design for the 5th percentile.
  • Adjustment (a seat, a strap, a handle) covers the whole range; fixed sizes cover only some.
  • Use published data (anthropometric tables for your population and age) for real work; the values here are illustrative.

Worked example: how big should a button be?

  • Suppose the width of the pad of an adult finger has a mean of 16 mm and a standard deviation of 1.6 mm (illustrative). The 95th percentile is 16 + 1.645 × 1.6 = 18.6 mm.
  • A touch target the size of the 95th-percentile finger can be pressed accurately by nearly everyone: about 18 to 19 mm (the often-quoted minimum of 9 to 10 mm is for a fingertip pressing one key; larger for gloves and for stress).
  • A hand grip: if grip diameter has a mean of 34 mm and σ 3.5 mm, a handle for 90 % of users should work from 28 mm to 40 mm; a single fixed diameter near the middle (about 34 mm) fits most, and a soft or tapered handle covers the spread.
  • Test it: clay and foam handles of three diameters, handed to ten people, tell you more than the numbers.
Button widthNarrower than thisWider than this
12 mm1 % of users have fingers narrower than this99 % have wider fingers
14 mm11 % of users have fingers narrower than this89 % have wider fingers
16 mm50 % of users have fingers narrower than this50 % have wider fingers
18 mm89 % of users have fingers narrower than this11 % have wider fingers
20 mm99 % of users have fingers narrower than this1 % have wider fingers

Weight and balance

A hollow mock-up weighs a fraction of the real thing, and weight changes how a handheld device feels and where it is held. Add ballast (washers, coins, sand, lead shot) to match the mass, placed where the real parts will be.

Worked example: ballast for a handheld tool

  • The real product will weigh 250 g (battery, board, motor, case) and the cardboard mock-up weighs 40 g: the ballast is 210 g, i.e. about 38 coins of 5.67 g, or six 35 g batteries’ worth.
  • Put the heavy items where they will really be: a battery of 70 g at the back, 60 mm behind the grip, moves the center of gravity by 70 × 60 ÷ 250 = 16.8 mm. Measure the balance point with a knife edge, adjust the ballast, and check how it feels in use.

Scale models: what scales and what does not

A model at a scale k of the real size has lengths k times as large, areas k², volumes and masses k³. Because strength depends on area and weight on volume, a small model is relatively stronger and stiffer than the real thing, and does not behave like it under load.

Worked example: a 1:2 scale model

QuantityScales asHalf-size model
Lengthk0.50×
Area (and load capacity)k²0.25×
Mass (and weight)k³0.13×
Stress under self-weightk0.50×: half the real stress
Natural frequency of a beam1 ÷ k2.0×: twice as stiff-sounding

A half-size model of a bridge carries its own weight with half the stress of the full size, so it can survive designs that the real one would not. Use scale models for shape, layout and appearance, not for strength, unless you scale the loads and materials as well (similitude).

Paper prototypes and wizard-of-Oz tests

For a device with a display or an app, draw the screens on paper at the real size and let a person “use” them while you play the computer, swapping the sheet as they tap. A wizard-of-Oz test hides a person behind the interface who gives the responses a program would. Both test the flow and the wording, long before any code exists.

Worked example: a screen drawn to size

  • A display of 70 × 40 mm and 128 pixels across has a pixel pitch of 0.55 mm. A 9 mm touch target is about 16 pixels: draw the buttons that large and see how many fit (about 7 across).
  • Print the frame at 1:1 on card, cut the window, and slide the paper screens behind it: the layout is tested in minutes.

A one-afternoon mock-up session

StepMinutes
Sketch and cut 3 variants45
Assemble with tape and glue30
Test with 3 people45
Record and decide15

Total 135 minutes (about 2.3 hours) for three variants tested with three people: nine observations and a decision. Compare with a day for one printed model.

What a mock-up cannot tell you

Troubleshooting

ProblemLikely causeTry
Users are polite, not honestMock-up looks too finished, or the test is leadingMake it rougher; ask them to perform tasks; watch, do not ask
Mock-up falls apart in testingToo weak for handlingReinforce with tape and card ribs; handle it yourself
Does not feel like the real thingWrong weight or balanceAdd ballast in the right places
Size right in the mock-up, wrong in the printInaccurate cutting or forgotten partsMeasure the mock-up; model the real parts at full size
Cannot decide between variantsNo criteriaScore them (see Rapid Fabrication: Choosing a Method) or test with more people

Related

FAQ

What is the best material for a quick mock-up?

Corrugated cardboard and hot glue for boxes and layouts; foam board for cleaner enclosures; clay or foam for grips and organic shapes.

How accurate does a mock-up need to be?

Only as accurate as the question: ±1 mm is fine for whether a hand fits a handle, not for whether two parts mate.

How do I test ergonomics?

Make clay or foam versions in several sizes and hand them to people across the range; use published percentile data for design limits.

Can I use a scale model to test strength?

Not directly: strength and weight scale differently. A scale model is stronger relative to its weight than the real thing.

How many people should test a mock-up?

Three to five people per round usually shows the main problems; run several rounds (see Testing, Iteration and Feedback).

References

  • Pheasant, S. and Haslegrave, C. M., Bodyspace: Anthropometry, Ergonomics and the Design of Work, CRC Press.
  • Snyder, C., Paper Prototyping, Morgan Kaufmann; Ulrich, K. T. and Eppinger, S. D., Product Design and Development.
  • Published anthropometric databases (for example ANSUR II, DINED) for the population you design for.

Last reviewed: October 2026. Body dimensions and costs here are illustrative: use published data for design.