I think it's safe to say it's impossible to benchmark test any design prototype (paper prototype, figma, axure, stand-alone code) against a live product - at least without a big asterisk
out of school, I didn't appreciate how important fidelity is to learning what you need from prototypes. I don't know if paper prototyping still plays as significant a role in design education, but I've definitely seen them abused (and abused them) - https://t.co/q9maCUPiYP
the GV post makes a strong case for why you wouldn't want to use paper prototyping in the formative evaluation of a prototype - even worse though, is trying to use paper prototypes in summative evaluations - https://t.co/kEaiIYIfbl
Doing a little research into prototyping more realistic/representative text-based interfaces and came across this post from @mattrothenberg - it's great. Curious what other resources might be out there - https://t.co/4WBbwdQiSs
figma's new support for multiple flows per page is pretty nice. I think I'll still be creating navigation pages for prototypes, but it's going to make working with other designers on a single prototype much more manageable
3) organizing related designs that describe functionality from different angles (particularly helpful for logic-heavy stuff). Being able to step through different states or scenarios makes it obvious what cases aren't accounted for.
2) organizing "scenes" in a scenario for a prototype I'm evaluating with someone else - it's nice to be able to jump to a specific section to ask follow-up questions
Thank you for sharing, @pwthornton. To add, I think overviews of prototyping typically focus on evaluating prototypes with users. That's a great benefit of prototyping, but not the only one.