wireframing, prototyping, mockuping

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WIREFRAMING, PROTOTYPING, MOCKUPING What’s The Dierence? UXPIN & DESIGNMODO COURSE ON DOCUMENTING DESIGN

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A couple of years ago I realised that a lot of my IT, non-designer, friends were using the names of my beloved design deliverables synonymously. They assumed that a wireframe, prototype and mockup are exactly the same thing – a kind of greyish, boxy, sketch representing an ingenious idea. The problem with their simplified view is that they never know what to expect from the work of User Experience designers and they often get confused. ”Why the hell is this not clickable?”, ”Well, I didn’t know that I was supposed to click here…” – these kind of comments are annoyingly common in UX design projects. Though you may certainly try to live in a display house (you know – its beauty is supposed to demonstrate how cool other houses in the area are), you can’t count on a comfortable stay in a blueprint – it’s just a sheet of paper. A display house and a blueprint are different means of communication in architecture: - a blueprint serves as a building plan and should specify how the building should be built - a display house provides a test drive for future residents The same differentiation can be applied to wireframes, prototypes and mockups. They look different, they communicate something different and they serve different purposes. A display house and blueprint do have something in common though – they both represent the final product – actual house. And again exactly the same common trait can be applied to wireframes, prototypes and mockups – all these documents are forms of representation of the final product. Believe it or not, the difference between a prototype, wireframe and mockup was always one of the first things I tried to teach members of my User Experience Design team. Yes, it’s really that important. Let’s discuss wireframes, prototypes and mockups in detail, so you’ll grasp the idea of what to use in specific situations.

TRANSCRIPT

Page 1: WIREFRAMING, PROTOTYPING, MOCKUPING

WIREFRAMING, PROTOTYPING, MOCKUPING What’s The Difference?

UXPIN & DESIGNMODO COURSE ON DOCUMENTING DESIGN

Page 2: WIREFRAMING, PROTOTYPING, MOCKUPING

WWW.UXPIN.COM - THE UX DESIGN APP

THE UX DESIGN APP

Page 3: WIREFRAMING, PROTOTYPING, MOCKUPING

WWW.UXPIN.COM - THE UX DESIGN APP

Wireframe = Prototype = Mockup?

Page 5: WIREFRAMING, PROTOTYPING, MOCKUPING

WWW.UXPIN.COM - THE UX DESIGN APP

Confusing wireframes with prototypes is like assuming that an architectural blueprint and a display house, are the same thing.

Page 6: WIREFRAMING, PROTOTYPING, MOCKUPING

WWW.UXPIN.COM - THE UX DESIGN APP

A BLUEPRINT

Picture by Todd Ehlers

serves as a building plan and should specify how the building should be built

Page 7: WIREFRAMING, PROTOTYPING, MOCKUPING

WWW.UXPIN.COM - THE UX DESIGN APP

A DISPLAY HOUSE

Picture by seier+seier

provides a test drive for future residents

Page 8: WIREFRAMING, PROTOTYPING, MOCKUPING

WWW.UXPIN.COM - THE UX DESIGN APP

WIREFRAME PROTOTYPE

Page 9: WIREFRAMING, PROTOTYPING, MOCKUPING

Picture by seier+seier

Picture by oskay

The same differentiation can be applied to wireframes, prototypes and mockups.

WWW.UXPIN.COM - THE UX DESIGN APP

Page 10: WIREFRAMING, PROTOTYPING, MOCKUPING

WIREFRAME, PROTOTYPE, MOCKUP: They  look different, they communicate something different and they serve different purposes.

WWW.UXPIN.COM - THE UX DESIGN APP

Page 11: WIREFRAMING, PROTOTYPING, MOCKUPING

WIREFRAME, PROTOTYPE, MOCKUP: They  look different, they communicate something different and they serve different purposes.

WWW.UXPIN.COM - THE UX DESIGN APP

A wireframe is a low fidelity representation of a design

Page 12: WIREFRAMING, PROTOTYPING, MOCKUPING

WWW.UXPIN.COM - THE UX DESIGN APP

A wireframe is a low fidelity representation of a design

Wireframe should clearly show:

- the main groups of content (what?)

- the structure of information (where?)

- a description and basic visualisation

of the user – interface interaction

(how?)

Page 13: WIREFRAMING, PROTOTYPING, MOCKUPING

WWW.UXPIN.COM - THE UX DESIGN APP

A Prototype is a middle to high fidelity representation of the final product, which simulates user interface interaction.

Page 14: WIREFRAMING, PROTOTYPING, MOCKUPING

WWW.UXPIN.COM - THE UX DESIGN APP

A Prototype is a middle to high fidelity representation of the final product, which simulates user interface interaction.

Prototype should allow the user to:

-  experience content and interactions

with the interface

-  test the main interactions in a way

similar to the final product

Page 15: WIREFRAMING, PROTOTYPING, MOCKUPING

WWW.UXPIN.COM - THE UX DESIGN APP

A Prototype is a middle to high fidelity representation of the final product, which simulates user interface interaction.

Prototype should allow the user to:

-  experience content and interactions

with the interface

-  test the main interactions in a way

similar to the final product

Page 16: WIREFRAMING, PROTOTYPING, MOCKUPING

WWW.UXPIN.COM - THE UX DESIGN APP

A mockup is a middle to high fidelity, static, design representation. Very often a mockup is a visual design draft, or even the actual visual design.

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WWW.UXPIN.COM - THE UX DESIGN APP

A mockup is a middle to high fidelity, static, design representation. Very often a mockup is a visual design draft, or even the actual visual design.

A well created mockup:

-  represents the structure of

information, visualises the content and

demonstrates the basic functionalities

in a static way

-  encourages people to actually

review the visual side of the project

Page 18: WIREFRAMING, PROTOTYPING, MOCKUPING

WWW.UXPIN.COM - THE UX DESIGN APP

WRAP UP

Fidelity Cost Use General traits

Wireframe Low Fidelity $Documentation, Quick

communication

Sketch, black, white&grey

representation of the interface

Prototype Middle to High Fidelity $$$User testing, reusable

backbone of the interfaceInteractive

Mockup Middle to High Fidelity $$Gathering feedback and

getting buy-in from stakeholders

Static visualization

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WWW.UXPIN.COM - THE UX DESIGN APP

THE UX DESIGN APP

Page 22: WIREFRAMING, PROTOTYPING, MOCKUPING

Marcin Treder is a design enthusiast that literally lives for creating the best user experience possible. After years working as a UX Designer and UX Manager he focused on his own start-up UXPin that provides tools for UX Designers all over the world. UXPin tools are used by designers in companies like Google, Apple, Microsoft, IBM, Salesforce. UXPin was recently voted the best start-up in Central and Eastern Europe. Marcin enjoys writing (e.g. for UXMag, DesignModo, SpeckyBoy...), blogging (Blog UXPin, UXAid, Startup Pirate) and tweeting (@uxpin, @marcintreder).