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Many teams I know consider a high-fidelity user prototype and a story map as their go-to techniques.
There is a wide spectrum of user prototypes-from those intentionally designed to look like wireframes sketched out on paper (referred to as low-fidelity user prototypes) all the way up to those that look and feel like the real thing (referred to as high-fidelity user prototypes), where it can be difficult to tell it's just a simulation.
A high-fidelity user prototype is still a simulation; however, now it looks and feels very real.
It's also the case that some designers prefer to hand-code their high-fidelity user prototypes, which is fine so long as they are fast, and they are willing to treat the prototype as disposable.
Where a lot of novice product people go sideways is when they create a high-fidelity user prototype and they put it in front of 10 or 15 people who all say how much they love it.
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