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What’s the difference between Wireframe, Prototype & Mockup?

Wireframe-Prototype-Mockup

The terms wireframe, prototype and mockup are frequently utilized interchangeably, yet they are not the same. This blog post clarifies what separates them and how they are utilized.

Wireframes

A wireframe is a two-dimensional sketch of a page’s interface that particularly concentrates on space designation and prioritization of content, functionalities accessible, and proposed practices. Wireframing in a team usually develops quickly since iterations can readily integrate new i deas, input and usability needs. Wireframes do not demonstrate detail, but create a simple design that gui des the project and its team members.

The Value of Wireframes:

Wireframes fill various needs by serving to:

  • Interface the site’s information architecture to its visual design by indicating paths between pages.
  • Clarify consistent ways for showing specific sorts of data on the UI.
  • Deci de proposed usefulness in the interface.
  • Organize content through the assurance of how much space to allocate to a given item and where that item is found.

Which Things Need to Keep in Mind While Creating Wireframes?

It’s important to remember that wireframes are advisers for where the real navigation and content elements of your site will show up on the page.

  • Do not use colors.
  • Do not use Images.
  • Use only one generic font.

Types of Wireframes:

Low and high-fi delity are terms used to i dentify the level of wireframe production or functionality.

  • Low-fi delity wireframes : It helps to simplify project team communication and are relatively quick to develop. They tend to be more abstract because they often use simple images to block off space and implement mock content, or Lorem ipsum text as filler for content and labels.
  • High-fi delity wireframes : They are better for documentation because of their exp an ded level of detail. These wireframes regularly incorporate data about every specific thing on the page, including measurements, behavior, as well as activities i dentified with any interactive element.

Prototypes

A prototype is an interactive representation of the final product and by definition more detailed than a wireframe. A prototype can be anything from paper drawings (low-fi delity) to something that allows click-through of a few pieces of content to a fully functioning site (high-fi delity). A prototype should be similar to the final product. Well-researched and orchestrated interactions need to closely mo del the user experience (UX).

If you’re not a developer, I highly recommend having a prototype to pitch your i dea to friends, family and potential investors. The only thing that missing is functionality. It can give you a feeling of using a real app, but they are only images connected with each other.

  • Prototypes are interactive.
  • They mo del the user experience.
  • They enable extensive user testing.

High Fi delity Prototype Vs Low Fi delity Prototype

  • When multiple pages of mockup is ma de to be clickable, mockups can be transferred to be prototype, this is high fi delity prototype.
  • When multiple pages of wireframes is ma de to be clickable, wireframes can be transferred to be prototype, this is low fi delity prototype.

Mockups

Mockup delivers the visual look of product design. A mockup is a static design representation in which the corporate i dentity is applied through color, typography and visual style. Mockups can be drafts that turn into the final look of the solution. Mockup enables UI/product designers to collect the feedback on part of visual look of product in a quick way.

  • Mockups apply the corporate i dentity.
  • They can be close to the solution’s final look- and-feel.
  • They are useful for user testing and acceptance.

Try not to confound these three terms. Depending on the project and the problems you need to solve, you may have to create up to all of them. Design is a stage that faces a lot of decisions from your si de and labor from the designer’s si de, but the result clarifies tasks for developers, which is essential for making estimates for execution.

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