Wireframing

and

Prototyping

PV252

  • UI components
  • Visual guidelines
  • Wireframes & mockups & prototypes 
  • Usability heuristics
  • User flows

Agenda

  • A wireframe is a graphical skeleton of a website, helps designers and clients to discuss the details of the website building (like a blueprint)
  • simple 
  • To communicate info structure/ layout/ content/ functionality

 

Wireframe

  • Step-up from a wireframe
  • Higher fidelity
  • It incorporates seemingly realistic looking components.
  • To discuss further with stakeholders

 

Mockup

  • Interactive simulation of a product (clickable or simulated by a person)
  • Shows product functions and solves for a use case
  • Great for validating product early. Ready to be tested with users.
  • Different fidelity: low vs. high
  • Validated prototypes are ready to be developed

 

Prototype

Low-fidelity

  • Good for testing ideas
  • Easy, cheap, fast
  • Key concepts
  • Can be interactive
  • lacks realism

 

Low fidelity prototypes

Hi-fidelity

  • highly realistic
  • Great for testing
  • Takes time and skill to create, expensive
  • interactive

Vibe coding

  • Instead of coding, you can focus on the user experience
  • relatively easy to start
  • quick prototyping
  • instant feedback
  • can use design system
  • Quick idea prototyping (?)
  • Risk of bugs, security, and scalability
  • shareable/testable high-fi pixel prefect "idea"
  • e.g. Gemini canvas, Cursor...

...tbd...

Activity

3 min

Sketching

Sketching

  • It's a start...
  • Anyone who can draw a circle, rectangle, wavy line can make a sketch 
  • The sketch doesn't have to be beautiful
  • Quick idea generation, development of multiple ideas, verification, and visualization of the problem
  • Contains only the main features
  • The key is to focus on the content - what am I developing within the sketch?
  • Fast and cheap

UI components

and some visual advices

UI components

...are just shapes...

Imagine....

 

Activity

3 min

Size

Shapes

Colors

Pop up effect

Colors

Grouping

  • Creates a logical relationship between multiple elements (borders, background, proximity)
  • Gestalth law of proximity and similarity

Responsiveness

Usability heuristics

10 NN

5 usability principles

Activity

4 min

Nielsen's usability heuristics

Activity

8 min

In groups of 3 create the worst experience to rename a file 

User flow

Text

  • Visual representation of the steps a user takes to achieve a goal on a website or app.
  • It maps out how users navigate through a product, helping you understand their journey from start to finish.
  • Provides a bird’s-eye view of the user’s experience.
  • Helps designers anticipate user needs.

  • Ensures that the interface supports a seamless experience.

  • Identifies potential pain points and areas of friction in the user's journey.

  • What the user is trying to do???

User flow

  • Where the user begins (e.g., homepage, login screen).

  • Decision Points: Choices the user must make (e.g., "Login" or "Sign Up").

  • Actions/Tasks: What the user is trying to do (e.g., filling out a form).

  • End Point: The final goal (e.g., completing a purchase, submitting a form).
     

  • User flows are a crucial foundation for building wireframes and prototypes.

  • They help ensure your design is user-centered and goal-oriented.

  • Keep it simple and focused on the main task.

  • Think like the user—what steps do they want to take?

  • Don’t include solutions e.g. “clicks on the filter dropdown”.

  • Big picture

User flow

Example: Check the status of your systems

 

  1. User visits homepage.

  2. User logs in

  3. User views system dashboard

  4. User navigates to account settings.

  5. User logs out.

User flow - example

Visit homepage

Log in

View 

dashboard

Navigate to settings

Log out

Navigate to the Kino Scala page and attempt to purchase tickets for a movie of your choice.

Map the process.

 

Activity

3 min