What is wireframing?
Wireframing, in the context of user experience design, is the act of creating user interface wireframes.
Michael Angeles, on his design blog “Konigi,” has one of the best descriptions of a wireframe out there (emphasis mine):“A wireframe is a schematic or other low-fidelity rendering of a computer interface, intended to primarily demonstrate functionality, features, content, and user flow without explicitly specifying the visual design of a product….“Wireframes are usually rendered in software but are also created as works on paper or on other ephemeral materials, e.g. whiteboards. Wireframes are meant to be used as rough representations of interface ideas that can be quickly discarded and iterated upon until design solutions are selected.”
Wireframing is not the same as a prototype:
Wireframing as a practice has more in common with sketching than prototyping, especially within its early stages. A prototype is a customer facing experience, where they should be able to demonstrate the realistic interface design and interactions they would experience when a client gets the final product.
Prototypes may not be fully functional or built with code, but that will eventually be in the product. Many people use click-through wireframes in the early stages.
What to achieve in wireframing:
Wireframing is not only the process of creating quick scamps. A wireframe is a tool. Successful wireframing is the practice of using wireframes to solve real problems. Wireframing should answer problems like “what are some of the ways that the product can help their customers accomplish their goals?”. The second thing to achieve when wireframing is “how do I know this solution will work”.
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