Wireframes: From Bar Napkins To Prototypes | Usabilia
Some of my best ideas were conceived and communicated using a sharpie and a bar napkin. Unfortunately, some of my best ideas were obliterated by a sweaty beer glass.
I’ve also walked into conceptual reviews with exquisitely detailed, working prototypes only to have the review go something like this:
Me: …and then the user would click Submit–something like that–and the back end system will process the new registration. Is this the kind of user experience we are looking for?
Client 1: Could we move the Submit button about five pixels further to the right? It looks crowded.
Me: Sure, this is just the conceptual mock-up, we’ll do a formal layout design as soon as we agree on the features and general work flow. Did this feel like the right flow to you?
Client 2: When you move the button, could you change the font on it as well? I like Verdana.
Me: Uh, yeah, we’ll get into all that when we do a formal layout. Did we capture the information the back end is going to need in order to process the user’s registration? And did the order feel logical?
Client 1: Does Verdana really represent who we are? I’d like to think we’re a little edgier than that.
A couple of points I would like to extract from the two previous examples:
- Wireframes (or mock-ups, prototypes, etc.) are tools both for thinking about the user experience and for communicating solutions.
- Wireframes come in different levels of sophistication or fidelity–each with its relative advantages as well its inappropriate circumstances.
In this article I will examine the different types of wireframes and discuss their benefits and limitations and where in the design and development life cycle they best fit.
The Fidelity Spectrum
It is useful to categorize wireframes along the dimension of fidelity, that is, how accurately or realistically do they convey the user experience? At the low end of the spectrum are crude, hand-drawn sketches–like my medium of inspiration, the bar napkin. On the high end are realistic looking functional prototypes that allow realistic interactions that let the designer fully explore and test the user experience.
When describing the fidelity of a wireframe, three attributes describe how realistic or true-to-life the wireframe is:
Appearance – At the low end, a wireframe looks hand drawn. At the upper end, it looks exactly the way a final user interface would look. In between you might find things like screen blueprints done in Visio, or screen mockups in Powerpoint.
Medium – How realistically a wireframe can convey the user experience will depend a lot on the medium. Wireframes done on paper are less faithful to the user experience than wireframes done and demonstrated on computer.
Interactivity – The true ability of a wireframe to explore and communicate a user’s experience will often depend on its ability to simulate the ways the user and program interact with each other. Low end wireframes are static; high end wireframes cannot be distinguished from a functioning product.
Mike Hughes on the fidelity of wireframes. Read the full article over at Usabilla.