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UX Designer Technical Skills; Wireframe, Prototype, Mockups

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Visualizing how a product will look is an important part of the product development process. Depending on the stage of development, this could be accomplished through the creation of wireframes, low or high-fidelity prototypes, mockups, or user flows.

Wireframes, prototypes, and mockups are terms that almost every digital designer uses on a daily basis. But what exactly do they mean? And can the three be used interchangeably?

Photo by Kelly Sikkema on Unsplash

It’s time to get into the specifics of the differences: In this article, we’ll define wireframes, prototypes, and mockups, as well as look at the tools required to create each.

Why are wireframes, prototypes, and mockups so important

Wireframes, prototypes, and mockups are three of the first steps in the product development process. They allow UX (and UI) designers to conduct rounds of user testing at various stages of the design process.

This user testing assists designers in determining whether their product is appropriate for their target audience, how users navigate and derive value from their product, for what purpose, and whether expectations are met. Conducting user testing at each design iteration, from the earliest, most low-fidelity wireframe to the high-fidelity prototype, will result in a strong, well-rounded product that provides value to users. This is the foundation of good user experience design.

Although their fidelity — the level of detail and realism in the design — is commonly understood as the main distinction between them, they are fundamentally different and have distinct design and function characteristics in the UX design process.

The human body is a popular and useful analogy for explaining the various roles that each performs. The wireframe is the product’s skeleton, or barebones structure. The brain is the prototype; it is the organ that determines how humans move and interact with those around them. The mockup is the skin, hair, and facial features, or brand, that instantly identify the human.

What exactly is a wireframe?

A wireframe is a web page layout that is devoid of visual design and is used to prioritize page elements based on user requirements. A wireframe is a low-fidelity representation of the initial product concept that includes the essential elements that would appear on a webpage or app.

Wireframes outline the page structure, layout, information architecture, and overall direction. A wireframe is traditionally created using only black, white, and grey and can be drawn by hand or digitally.

Photo by Sigmund on Unsplash

Because wireframes transform abstract ideas into tangible concepts, they are most useful in the early stages of the product design process. The main purpose of a wireframe is to solve problems rather than to focus on the look and feel of the product.

Conducting user testing during the wireframing phase is extremely beneficial to the designer because it allows them to receive honest feedback that aids in the development of the product concept. When a product appears overly polished, the user is more aware of the effort and resources that went into its creation, making them less likely to provide honest feedback. Without the distractions of color and typography, wireframes allow for more reliable and open user input.

Some designers, for example, will use Lorem Ipsum, a pseudo-Latin text that serves as a placeholder for future content, in digital wireframes (for mobile apps or websites). They’ll then ask the users questions like “what do you expect to see written here?” Questions like “what would you expect to happen if you clicked on this button?” are equally illuminating for paper wireframes.

What is a prototype?

A prototype is a sample or simulation of a finished product that is used to test and collect feedback. Low-fidelity prototypes may be drawn on paper and do not allow for user interaction. High-fidelity prototypes are typically computer-based and can be interacted with via mouse and keyboard.

Photo by Alvaro Reyes on Unsplash

A prototype is a working model of an app or a webpage that is created as the next step in the product design process after wireframing. Designers can use prototyping to test the user journey, consider how the user might move between different actions or tasks to achieve specific outcomes, and identify any potential issues with interaction flow.

A prototype, like a wireframe, can be low-fidelity or high-fidelity. Low-fidelity prototypes are simple in design and can be static paper sketches, digital drawings, or interactive and clickable webpages. Low-fidelity prototypes are critical for gathering user feedback because they allow the user to test the interaction flow without investing a lot of time or money.

High-fidelity prototypes, on the other hand, will contain color, text, and other content and will frequently take the form of a fully functional and coded website or app. In the later stages of the design process, a high-fidelity prototype is more likely to be used. Low and high-fidelity prototypes are important for refining the product’s usability because they allow the user to see how the product might be used on a daily basis.

How about Mockups?

A mockup is a static, high-fidelity simulation of the finished product that conveys the visual appearance of the product design, including typography, iconography, color, and overall style.

Mockups are visual representations of what a final webpage or application will look like.

Photo by Kam Idris on Unsplash

Mockups establish how users will interpret the brand through its visual identity, whereas prototypes focus on interaction design. UI designers must create stylistic continuity between the desktop and mobile interfaces during the mockup stage.

The designers should have answered many of the questions that arose during the wireframing and prototyping stages of the product design process during the mockup stage. That is not to say that mockups do not yield valuable user feedback.

They provide stakeholders with a more realistic perspective and can help reveal problems that were not apparent during the wireframing and prototyping stages, such as color clashes or typography issues.

In short, mockups are the most effective way to explore the brand’s visual identity before making permanent design decisions with code.

Urgency

These interaction design elements are hands-on skills that require practice. Fortunately, you can begin with a pen and paper. To familiarize yourself with the components, practice sketching out wireframes and user flows for an app or site you already use frequently.

Prototypes and mockups frequently necessitate the use of specialized UX software. If you’re just starting out, consider using a free program like Origami Studio. Popular paid prototyping tools, such as InVision, Sketch, or Adobe XD, usually include a free trial period during which you can design some prototypes without having to subscribe.

Alternately, practice prototyping with a simple pen and paper using this paper prototyping method.

Design Tools

Design tools for specific purposes, such as wireframing and prototyping, are constantly refined and improved. Today, many design tools are attempting to combine the three, providing mature design software that allows designers to rapidly iterate from low to high fidelity within one platform.

These advanced design systems include UI components such as typography, form elements, button states, and navigation, saving the designer a significant amount of time and allowing them to capitalize on previously made design decisions.

Invision, Balsamiq, and Sketch are excellent examples of sophisticated design software. Balsamiq allows designers to create wireframes, focusing on the layout, intuitive interaction design, and basic information architecture rather than the aesthetic quality of the user interface. Sketch is primarily a visual/UI design tool that is commonly used to create mockups and wireframes. Adobe XD, a newer tool on the market, allows you to create wireframes and prototypes for web, mobile, and even voice experiences.

Framer is especially useful for full-stack designers because it allows for code addition during the prototyping stage. Framer also allows designers to explore all possible outcomes in a single prototype, rather than needing multiple screens to show the user possible flows and interactions.

Having the option to change to code speeds up updating the page behavior for the designer and provides code for developers to reference while building out the page or product feature.

Final Thought

You should now be able to tell the difference between wireframes, prototypes, and mockups. Many of these three processes’ characteristics actually complement one another, which is why it’s best practice to incorporate all three into the design process rather than favoring one over the other.

To echo one of the founding principles of user experience design, generating user feedback as early in the design process as possible means you’ll gain the most learning while using the fewest resources. Win-win!

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Bootcamp
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Published in Bootcamp

From idea to product, one lesson at a time. To submit your story: https://tinyurl.com/bootspub1

Rahadian Sri Pamungkas
Rahadian Sri Pamungkas

Written by Rahadian Sri Pamungkas

OPEN FOR HIRE | Professional copywriter, talks about self-improvement, love to design, music and share things. Open for freelance rahadiansripamungkas@gmail.com

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