Exercise 2: Why a High-Fidelity Prototype Would Be Wasteful Here — Possible Solution ==================================================================== The team still hasn't settled on which of two genuinely different navigation structures to use - the real, open question at this stage is structural ("is this the right flow at all?"), not visual or interaction-detail related. This chapter's own rule of thumb says exactly that kind of question calls for low fidelity, since the structure itself is still likely to change significantly based on whatever the team learns next. Building a high-fidelity, pixel-perfect prototype means investing real time in visual design, spacing, typography, and interaction polish - none of which actually helps answer the real question still on the table. If the team then learns the navigation structure itself needs to change (which is a real, live possibility here), all of that polish-level effort has to be redone or thrown away along with the structural change, since it was built on top of a structure that turned out to be wrong. A low-fidelity version could have tested the same structural question far more cheaply. ANSWER: This would be a real, avoidable waste of effort because the open question at this stage - which navigation structure is right - is structural, not visual, and this chapter's own guidance is to use low fidelity while that kind of question is still unresolved. Building high-fidelity polish now means redoing or discarding that work if the structure itself changes, which a cheaper, low-fidelity version would have avoided. WHY THIS WORKS AS AN ANSWER ------------------------------ This correctly applies the chapter's own fidelity rule of thumb - matching fidelity level to what kind of question is still open - to a concrete project-stage scenario, rather than treating high fidelity as simply "more effort than needed" without explaining why that effort is specifically wasted here.