From Prompts to High-Fidelity Prototypes: A Usability Evaluation of Generative AI-Driven Prototyping Tools for Smart Mobile App Design
Abstract
1. Introduction
2. Theoretical Background
2.1. Relationship Between User Experience (UX) and User-Centered Design
2.2. Towards AI-Based Prototyping Tools
2.3. Previous Studies on AI-Based Prototyping
2.4. Main AI-Based Prototyping Tools
3. Methodology
3.1. Research Design and Method
3.2. Case Study Selection: Intelligent Mobile Application Reference
3.3. Prompt Engineering Strategy and Interface Sampling
3.4. Participants and Experimental Procedure
3.5. Tools and Experimental Resources
4. Results
4.1. Extraction of Requirements from the Reference System
- US-1. As a user, I want to log in with my credentials to access my lessons, exercises, and personal progress.
- US-2. As an authenticated user, I want to log out to protect my information when I finish using the system.
- US-3. As a user, I want to view available lessons organized by modules or topics to easily select the content to study.
- US-4. As a user, I want to access a lesson’s content to review the associated materials and activities.
- US-5. As a user, I want to navigate across lesson sections to learn at my own pace.
- US-6. As a user, I want to complete interactive exercises within lessons to practice acquired knowledge.
- US-7. As a user, I want to submit my exercise answers so that the system can evaluate them.
- US-8. As a user, I want to receive immediate feedback on my answers to identify correct and incorrect responses instantly.
- US-9. As a user, I want to retry exercises when my answers are incorrect in order to improve my understanding.
- US-10. As a user, I want to view the correct solution with an explanation to understand the appropriate procedure.
- US-11. As a user, I want the system to record my progress in each lesson so I can resume learning where I left off.
- US-12. As a user, I want the system to record my exercise results to track my performance.
- US-13. As a user, I want to view a summary of my overall progress to know how much I have advanced and what content remains.
- US-14. As a user, I want to quickly continue with the most recent lesson or in-progress activity to avoid interrupting my learning.
4.2. Interaction Model of the Application Under Study
4.3. Prompt Engineering and AI-Based Prototyping Generation
4.4. Generative AI-Based Automatic Prototyping
4.5. Usability Evaluation
4.6. Aspects Related to the Usability Evaluation
5. Discussion
5.1. Key Findings
5.2. Comparative Analysis with Previous Studies
5.3. Study Limitations
6. Conclusions and Future Works
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AI | Artificial Intelligence |
| GAI | Generative Artificial Intelligence |
| GUI | Graphical User Interface |
| LLM | Large Language Models |
| PSSUQ | Post-Study System Usability Questionnaire |
| SUS | System Usability Scale |
| UEQ | User Experience Questionnaire |
| USE | Usefulness, Satisfaction, and Ease of Use Questionnaire |
| UX | User Experience |
Appendix A

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| Evaluation Criterion | Figma | Uizard.io | Uizard.io | Stitch (Google) |
|---|---|---|---|---|
| Learnability | Intuitive and widely adopted interface; requires basic UI/UX knowledge. Moderate learning curve for beginners. | Fast learning due to automatic generation from text, sketches, and templates; suitable for users without prior experience. | Very easy to use; AI guides the design process from early interactions; suitable for beginners. | Very high; designed for both technical and non-technical users; generates interfaces from natural language without requiring design or programming expertise. |
| Level of AI-driven automation | Moderate; AI supports specific tasks via native features and plugins (e.g., FigJam AI). | High; AI is embedded in the main workflow and generates complete screens from text or images. | Very high; generative AI produces complete interfaces with coherent styles and components. | High; generative AI transforms textual prompts or sketches into functional interfaces and basic front-end code. |
| Prototype generation efficiency | High when using component libraries and reusable elements; lower direct automation compared to AI-first tools. | Very high; generates prototypes within seconds from textual descriptions. | Very high; produces complete interfaces rapidly with minimal manual intervention. | Very high; enables rapid transition from idea to initial prototype. |
| Interface clarity and visual quality | Very high; enables precise control and pixel-level refinement. | Adequate; generated designs often require adjustments to reach professional-level refinement. | High; clean and visually coherent interfaces from initial generation. | Adequate; functional and clear interfaces oriented toward early validation rather than advanced visual refinement. |
| Control over generated prototypes | Predominantly manual control; AI functions as optional support. | Predominantly AI-assisted, with basic manual editing capabilities. | Balanced approach between automation and manual refinement. | Predominantly automated generation; manual control mainly occurs after initial generation or via export to external tools (e.g., Figma). |
| Compatibility and access | Browser-based; strong collaborative and cross-platform ecosystem. | Browser-based; access through online account. | Browser-based; free version includes key functionalities. | Browser-based; experimental Google Labs tool with web access. |
| Prototype fidelity level | High-fidelity interactive visual prototypes. | Medium-to-high-fidelity visual prototypes generated automatically. | High-fidelity visual prototypes with coherent AI-generated structure. | Initial visual prototypes and basic front-end code (HTML/CSS), exportable to Figma or development environments. |
| Category | Interfaces | Count |
|---|---|---|
| Onboarding and initial setup | The onboarding flow includes the cover screen, app launch screen, language selection, how did you hear about Duolingo? why do you want to learn English? and account creation. | 6 |
| Learning exercises | Selection of the correct image, Selection of the correct translation, what do you hear? Translate this sentence | 4 |
| Feedback and progress | Lessons completed, Streak Day, Daily challenges | 3 |
| Main navigation | Home section, Levels section, Streak section, Hearts section | 4 |
| Additional features | Improve pronunciation, Profile section, Challenges section, News section | 4 |
| Component | Primary Objective (Function) | Key Content of the Example | Methodological Rationale (According to Literature) |
|---|---|---|---|
| Role Definition | Establish the frame of reference and the AI’s persona. | “Act as an expert UX/UI designer specializing in educational mobile applications.” | Enhances output quality and consistency by contextualizing the interpretation of instructions. |
| Task and Technical Specifications | Define the specific action and device parameters. | “Create the welcome screen. Device: vertical smartphone; reference resolution: 1080 × 2400 px (approx. 360 × 800 dp).” | Enables design scalability across different screen densities through dual specification (px and dp). |
| Context and Color Palette | Provide background information and unambiguous visual precision. | “Background: bright green #58CC02; selected states: blue #1CB0F6; streaks: yellow #FFC107; advanced sections: purple #A435F0.” | A critical technique utilizing reproducible absolute values (hexadecimal codes) for technical accuracy. |
| Spatial Requirements and Constraints | Specify detailed layout criteria and visual organization. | “Top zone (20–25% height): white space; Center zone (35–40% height): mascot, name, and subtitle; Bottom zone (remaining): two horizontal buttons.” | Facilitates understanding of vertical organization, hierarchy, and visual priorities via segmentation. |
| Visual Output Format | Indicate precise dimensions, typography, and spacing. | “App name in rounded sans-serif (Fredoka type), green #58CC02, size 28 sp, positioned 12–16 dp below the mascot.” | Describes element properties (typeface family, size, relative spacing) for accurate rendering. |
| Interactive States and Tone | Describe conditional behavior and visual feedback. | “Set the first card (‘English’) as selected: light blue background #E6F4FF, deep blue border #1CB0F6.” | Essential for interfaces requiring visual feedback or the representation of active element selection. |
| Dimension | Our Study | E1 [27] | E2 [25] | E3 [26] | E4 [28] | E5 [30] | E6 [29] | E7 [32] | E8 [31] |
|---|---|---|---|---|---|---|---|---|---|
| UI generation from text | Yes | Yes | No | Yes | Yes | Yes | Yes | Yes | Yes |
| Cross-tool comparison | Yes (4 commercial platforms) | Yes | No | Yes (vs. Google Stitch) | Yes (vs. Vercel’s V0 and Uizard) | No | No | Yes (vs. current designer workflow) | No |
| Structural fidelity assessment | Yes (systematic comparative analysis) | Qualitative (assessing constraints in prototype design) | Yes (ratings for quality and fidelity) | Yes (Quantitative via MSE, CLIP, SSIM) | Yes (Quantitative via FID and GD metrics) | Qualitative (icon failures and layout inconsistencies) | Qualitative (design showcase) | Qualitative (realism and anticipation of UI issues) | Qualitative (identifies gaps in quality and fidelity) |
| Comparable empirical evaluation | Yes (SUS per tool) | Qualitative (interviews and observations) | Yes (1-to-5 Likert scale) | Yes (7-point Likert scale) | Yes (5-point Likert scale) | Yes (SUS score) | No | Yes (7-point Likert scale) | Qualitative (Grounded theory analysis) |
| Focus on prototyping effectiveness | Yes | Yes (streamlining early-stage UX) | Yes (impact on creative ideation) | Yes (externalizing design intent) | Yes (synergy and iterative refinement) | Yes (personalization for end users) | Yes (assisting in information engineering | Yes (essence of product ideas) | Yes (adoption by practitioners) |
| Replication of interaction model | Yes (21 interconnected interfaces) | Partial (Diamond design workflow) | No (static mockup generation) | Yes (hierarchical SPEC system) | Partial (modular generation system) | Yes (integrated Android application) | Partial (Figma layers and shapes) | Yes (functional mockups in Figma) | Partial (week-long mini-projects) |
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© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
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Bustamante-Orejuela, J.; Quiñonez-Ku, X.; Pico-Valencia, P. From Prompts to High-Fidelity Prototypes: A Usability Evaluation of Generative AI-Driven Prototyping Tools for Smart Mobile App Design. Multimodal Technol. Interact. 2026, 10, 42. https://doi.org/10.3390/mti10040042
Bustamante-Orejuela J, Quiñonez-Ku X, Pico-Valencia P. From Prompts to High-Fidelity Prototypes: A Usability Evaluation of Generative AI-Driven Prototyping Tools for Smart Mobile App Design. Multimodal Technologies and Interaction. 2026; 10(4):42. https://doi.org/10.3390/mti10040042
Chicago/Turabian StyleBustamante-Orejuela, John, Xavier Quiñonez-Ku, and Pablo Pico-Valencia. 2026. "From Prompts to High-Fidelity Prototypes: A Usability Evaluation of Generative AI-Driven Prototyping Tools for Smart Mobile App Design" Multimodal Technologies and Interaction 10, no. 4: 42. https://doi.org/10.3390/mti10040042
APA StyleBustamante-Orejuela, J., Quiñonez-Ku, X., & Pico-Valencia, P. (2026). From Prompts to High-Fidelity Prototypes: A Usability Evaluation of Generative AI-Driven Prototyping Tools for Smart Mobile App Design. Multimodal Technologies and Interaction, 10(4), 42. https://doi.org/10.3390/mti10040042

