Wireframe

Design deliverable

Building digital experiences with wireframes

You do not choose the colour of the wallpaper before drawing an architect's plan. For an interface, that is exactly the role of the wireframe, also called a functional mockup. This step structures the screen to bring the right information to the user, in the right place and at the right time. You establish the framework without any graphic treatment to avoid distraction and focus only on mechanics and information. You draw a product's journeys quickly so they can be tested with users straight away. If users get stuck at one step, it is far easier to iterate on these low-fidelity mockups and fix the problem than to wait for the graphic design phase, or worse, the development phase.

What are wireframes for?

  • Prioritising the information to include in interfaces
  • Getting an overview of the screens (screen flow)
  • Having a solid working base to iterate on, annotate and evolve
  • Quickly gathering initial user feedback through user tests or guerrilla tests

Why build a wireframe?

  • Firming up the directions after a design workshop or initial sketches
  • Quickly testing the journeys and the screen structure with users
  • Having a working base detailed enough to iterate on the functional and informational side of the interface

Tools for making wireframes

Several tools are available for designing mockups: Figma, the market leader, Sketch, Penpot, Adobe XD while it still exists, or Balsamiq. We use these tools to work faster, design together in the same file, deliver a clean structure and ease the handoff to UI designers and development teams. But an ideally designed interface depends on the expertise of the designer and the project team, not on the choice of tool.

Information hierarchy and usability of your digital interfaces

Wireframes let you structure and improve the usability of an interface.

01

Prioritising information

Bringing the right information to the user, in the right place and at the right time, is why we design wireframes. We structure the templates in greyscale to prioritise content, streamline journeys and let users reach what they are looking for easily.

02

Supporting navigation

We organise content within each interface while keeping an eye on the overall journey between the different screens. Wireframes provide the distance needed to design coherent navigation and the different interactions between each screen.

03

Testing the mockups with users

To find out whether it really works, we build an interactive prototype from these wireframes and test it with users, observing how they manage specific scenarios. The advantage is that changing a screen's structure is very quick at this stage. We gather feedback from the field as early as possible so we can change course easily.

04

Giving clients an overview

Wireframes also let you iterate quickly with the project team and improve the interfaces before moving on to visual design. A real time-saver when changes to the screen structure are needed.

Design in 4 steps

1/ We design the interfaces in greyscale (without visuals) to work on the placement of information (low-fidelity mockups): wireframes.

2/ We run user tests in the street using a prototype.

3/ An iteration workshop is held to gather your feedback.

4/ We consolidate the screens based on the feedback.

Frequently asked questions

A few of our case studies

Zoning

A visual representation of an interface showing where the different simple content blocks sit, without details such as text or images.

Read more about Zoning

Site map

A website or application's site map represents the hierarchical and logical organisation of its pages and features.

Read more about Site map

Information architecture

Information architecture organises content and navigation so users can find what they are looking for. It guides interface design.

Read more about Information architecture

Prototype

More or less advanced animation of the screens to present a dynamic journey to users and gather feedback.

Read more about Prototype

High-fidelity mockups

Designing the future screens by adding the graphic dimension to produce the final representation of the interface.

Read more about High-fidelity mockups

Sketching

Sketching is a technique for creating interfaces as drawings, most often by hand. It is often used in co-design workshops.

Read more about Sketching

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