The Guide To Wireframing
The Guide To Wireframing
WIREFRAMING
For Designers, PMs, Engineers and Anyone Who Touches Product
CALL TO ACTION
INDEX
1.... INTRODUCTION
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Importable Libraries
Standalone Libraries
Youve Got Options!
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105
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1
INTRODUCTION
In this book, I share a wide breadth of examples, comparisons, frameworks,
references and insights to help you better utilize wireframes in your product design
and development process.
I talk about basic concepts like who uses wireframes, whats their purpose and how
you can use them. I also detail the many types of wireframes you can create, and
the types of tools used to create them. For more experienced readers, Ive also laid
out the top web and mobile wireframe example and pattern sources, and highlight
some of the best web and mobile UI design patterns that have cropped up in the
past few years. Finally, I cover design principles that are hopefully helpful as you
wireframe and, ultimately, build products.
Hopefully, this is the start of a discussion. These are some of the many questions
that my team at UXPin and I are trying to answer every day. And we need to answer
them so we can build one of the best wireframing and prototyping tools that you or
people like you will use and love.
Wed love your thoughts on what Ive written.
And feel free to include anyone else in this
discussion by sharing this e-book.
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shar riends
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with
A PRACTICAL LOOK
AT USING WIREFRAMES
Who uses wireframes, whats their purpose & how do they work together
Photo credit: wireframe, ipad, pencil & notebook. Baldiri. Creative Commons
Wireframes are not supposed to represent the visual design, contact graphic
elements, or convey the brand or identity.
Graphic Designers use wireframes to push the user interface (UI) development
process. It can inspire the designer, resulting in a more fluid creative process. And
is ultimately used to create graphic mockups, interactive prototypes, and the final
design. Typically, a combination of sketching, storyboarding and wireframing in low
or high-fidelity are used to achieve this.
In the following examples, you mostly see detail about product content and
information hierarchy, and limited detail about structure, functionality, and behavior
that was done by the UX designers and information architects.
Developers use wireframes to get a more tangible grasp of the sites functionality.
It gives the developer a clear picture of the elements that they will need to code.
image: UXPin
image: UXPin
functionality and behavior. For front-end development, its more helpful to have
high-fidelity wireframes a designer would produce they care about content and
information hierarchy as much as the structure, functionality and behavior.
Business Analysts use wireframes to visually support the business rules and
interaction requirements for a screen.
Depending on the business, industry or the analysts specific role, they will care
more about only one or two of the following structure, content, information
hierarchy, functionality and behavior. For example, an advertising or content analyst
probably cares more about content, functionality and behavior whereas a regulatory
analyst may care more about information hierarchy or structure. However, it varies
too widely to say.
Internal Business Stakeholders (ex: Product Managers, Project Managers and
Executives) review wireframes to ensure that requirements and objectives are met
through the design. This fits into their overall product strategy and scope of a
specific project or set of projects. It gives managers an early, close-up view of the
site design (or re-design).
Barring some rough sketches, they care about every type of wireframe the team is
looking at because theyre all part of the blueprint of design. Any wireframe that
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conveys the requirements and objectives of the product is the Holy Grail to a
product and project management other executives typically care about various
parts of the design process, especially the end result.
External Business Stakeholders (ex: Partners and Clients) also review wireframes
to ensure that requirements and objectives are met through the design. It gives
managers an early, close-up view of the site design (or re-design).
However, they typically care more about annotated, polished (if not high-fidelity)
wireframes than many of the types of wireframes internal business stakeholders
favor for speed in collaboration and execution. Remember, theyre busy running
their own businesses. And because they typically dont work as closely with you,
they want something clean and readable to quickly get up to speed on what theyve
missed while youre toiling away on design.
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3
50 SHADES OF WIREFRAMES
The many styles that make wireframing a sexy part of product design
Now that you have a better understanding of who uses wireframes, whats their
purpose and how teams work together to use them, its time to cover the many
shades of wireframing. Specifically, I cover the ways you can make wireframes, what
levels of detail you can provide, and how to tie all product details together in the
finishing stages.
But first, lets revisit the purpose of wireframing so the irresistible pictures below
make sense. Wireframes are visual representations of an interface, used to
communicate the following details to get everyone on the same page:
Structure How will the pieces of this site be put together?
Content What will be displayed on the site?
Informational hierarchy How is this information organized and displayed?
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Photo credit: War of the roses. jm3 on Flickr. Creative Commons 2.0
Paper Cutouts. You can use standard paper wireframing kits (which was the
precursor to the UXPin wireframing and prototyping software), or simply cut out
the sketches youve made on paper or another medium you can always cut down
edges later for re-sizing. Although this isnt a wireframe, Common Crafts famous
Dropbox explainer video illustrates how fun this type of wireframing can be.
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Stenciling. There are many templates you can print out, stenciling kits to make your
own, and full paper wireframing kits that come with standard paper elements like
the UXPin paper product I mentioned above.
Wireframing Software. There are many digital wireframing software solutions that
you can use, but only a few serious apps that are truly worth checking out, in our
opinion the rest tend to be limited, or have stopped innovating. To name a few
products, UXPin, Balsamiq, Axure, and Proto.io are great.
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Graphic Design Software. There are many digital graphics software (free and paid)
that could be used but the vast majority of designers and product managers use
Adobe Illustrator, Photoshop, or Sketch for graphic design already so those are
clear winners if you choose to use them for wireframing too.
For many product teams, however, the better option is wireframing software because theyre focused solutions for wireframing, and a central medium for collaborating
on wireframes and integrating with other tools that are important in the entire product design lifecycle. I will cover this in greater detail in the next part of this series.
Presentation Software. Most people have used presentation software in their life
it seems almost mandatory in basic US education and its even more common
among business people. The broad familiarity of this tool makes it another great basic option for creating and presenting wireframes to teams. And you basically have
two choices PowerPoint or Keynote and templates like Keynotopia exist to get
you started.
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Fidelity Levels
Barring limitations on the medium and tools you use, you should there are varying
levels of detail you can dive into based on the stage the product design process and
overall objective of the particular wireframe.
Block Diagrams provide the most basic but essential information about a wireframe: the layout and types of content or functionality you would like to present
to your visitors. You can also set the information hierarchy and typography in this
stage by adding text and varying the sizes to show emphasis or hierarchy. Just make
sure to set your grid ahead of time to stay structured and help you visually tie
together the elements in the beginning stage.
You can get creative in this stage since youre at the beginning stages of setting
constraints but keep in mind existing design patterns, overall objectives of the
product, and any other constraints or user flows at this stage because its easy to get
off track if youre working with an existing product or havent built an intuition around
good and bad page layouts. And make sure that you that you dont lose
sight of the overall layout when adding text it can bite you later on. Unsurprisingly,
you can create this level of wireframe with every tool and medium I mentioned above.
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Grey Boxes allow you use the full grayscale spectrum to emphasize the layout
and particular elements without taking the time to choose a color palette or cluttering your wireframe with lorem ipsum text, both which may end up distracting
you in the initial design steps. This may help you later on with the graphical design
as well. Its especially great for testing user flows and organizing graphical content,
but can also be a personal preference over block diagrams or blocks with text.
High-Fidelity Text is one of several ways you can make a wireframe more realistic
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without going too granular into the graphical details. This may mean filling in the
actual copy, the copy length, ideal font, sizing, weights, and so on. As with the other
variations of high-fidelity wireframes, this level of detail about the product should
be understood with little or no explanation so you can move onto the next wireframe to keep the product design and development process going.
High-Fidelity Color is another way you can make a wireframe more realistic without going too granular into the graphical details. This may mean filling in very specific
background, button, text, or other colors to emphasize desired actions or user flows
beyond what grayscale can offer. Be careful not to go crazy with the color or you risk
both reducing the effectiveness of color highlighting, wasting a lot of time on making a pseudo-mockup that your graphic designer will ultimately replace, or making
it harder to communicate other details of the wireframe to stakeholders because
theyre distracted by the visuals they may even perceive the wireframe as a bad
mockup instead of a slightly more detailed wireframe.
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High-Fidelity Media is another way you can make a wireframe more realistic without going too granular into the graphical details. This may mean filling in a picture,
video, thumbnail, avatar, background image, or the like. This is becoming increasingly popular with the proliferation of content-centric products one of the trends
highlighted in UXPins Design Book of Trends 2013-2014 since the type of content
can have a significant impact on the overall structure and information hierarchy.
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High-Fidelity Interactions is another way you can make a wireframe more realistic
without going too granular into the graphical details. While I will cover adding interactions and click-through links to your wireframe later, this type of wireframe is
more about visually showing interactions on a static wireframe. For example, pop-up windows, expanding or zooming in on content, and broadly showing swiping,
scrolling, tapping and clicking interactions.
Additional Details
Now that youve chosen the proper medium and tools, and have drawn out a wireframe or wireframes at the right level of detail, you need to add the finishing touches. Some wireframe details may need explanation, multiple wireframes may
need to be tied together to show the user flows, while others may need to show
interactions.
Basic Wireframes alone are only as good as your ability to produce the right level
of detail needed to build or improve the product. Typically this isnt sufficient alone,
but can be in several scenarios. For example:
Youre the one wireframing and prototyping or programming the product you
dont need to cover every detail!
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Your graphic designer is more experienced and is given the freedom to interpret
the wireframe with fewer constraints.
Youre making very specific changes to the site that are well-understood and/or
documented elsewhere, perhaps in a product requirements doc or wiki like Google Docs, or product management software like JIRA.
Youve seen enough basic wireframes above so Ill hold off on sharing more.
Annotated Wireframes are great for adding a broad range of details to any basic
wireframe without cluttering it or risking scope creep or missing the point completely. For example, although wireframes are the quickest and easiest way to specifying interaction, annotations are often necessary to communicates what happens
when certain actions are triggered. Some examples of detail you can include:
Functionality: clicks, taps, swipes, zoom, pop-ups, data inputs and outputs, etc.
Content: text, fonts, layout, sizing, linking, graphics, multimedia, dimensions,
resolution, etc.
Behavior: animation styles, speed, and positioning, interactions, link
destinations, etc.
Key constraints: hardware, software, browser, data, etc.
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Wireframes With User Flows are increasingly common as flowcharting and wireframing converge at the earlier stages of product design. Sometimes words alone
cannot communicate a behavior, especially with user flows. They can look like traditional storyboards or more precise interfaces as wireframing tools evolve. In some
instances, these wireframes are simply static views of a fully interactive wireframe.
In other cases, it could be a slideshow or a collection of wireframes set side-by-side to show a primary user flow or set of user flows without detailing every link and
flow.
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4
4 NON-DIGITAL
WIREFRAMING WEAPONS
A comparison of the different tools for wireframing choose wisely
In this chapter, I going in-depth on the analog tools and medium used to create
wireframes, their strengths and weaknesses, and how they relate to wireframing
and prototyping software. Ill detail wireframing and prototyping software in the
next chapter, 4 Digital Wireframing Weapons.
versions of digital wireframing and prototyping tools were either incredibly austere
and covered the wireframing niche of product design (i.e. Balsamiq circa 2008), or
exceptionally complex and bridged the product design stages, namely wireframing
and prototyping (i.e. Axure circa 2003). While digital tools proliferate, the old paradigms of paper wireframing and prototyping remain, leading designers, product
managers, and engineers alike to further conflate the terms used daily.
Fifteen years since the first wireframing and prototyping software applications were
built, the UXPin team sees lines between product stages and corresponding terminology blurring as product iteration cycles shorten, team composition and process
varies more widely, and team members have more influence over communication
and style preferences, and development is much more customer-centric which varies by product and industry. The bottom line is that every team develops its own
unique product design process to meet their goals with the resources they have,
and wireframing categorically has the best balance of structure and flexibility to accommodate myriad ways of getting the job done.
Below, Ive laid out the most common types of analog tools and medium used for
wireframing.You can also read more about paper tools in UXPins article Better Use
of Paper in UX Design. Many pundits may disagree whether or not some of these
are relevant to wireframing, but if it looks like a wireframe and smells like a wireframe, Im calling it a wireframe. No matter what anyone tells you, you can achieve the
majority of your wireframing objectives defining product structure, content, information hierarchy, functionality, and behavior through any of these. What were
once concretely prototypes, sketches, or mockups may now be variations of
wireframes.
Im not here to hold you back with semantics just get the wireframes done!
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Sketching
You can sketch with anything that makes pigment on a surface there are many
beautiful options. So get out your pens, pencils, markers, crayons, or Paper App
and start sketching!
Pros
Speed Its really quick to pull out a piece of paper or open a blank sketching
screen, and start drawing out product design ideas at any level as they come to
you. You dont have to search through element libraries, switch stylus or cursor
tool, memorize keyboard shortcuts, or rifle through files, which all interrupt your
thought process. As documentation of the product matures (ex: existing wireframes, maser templates, and saved element libraries), however, wireframing and
prototyping software can become faster even at this stage.
Flexibility You can easily switch from high to low-level product concepts or
details, and even include them on the same page. Wireframing and prototyping
apps are inherently more structured or focused and thus constrained which
may not accommodate your full thought process especially at the earlier product design stages. While traditional wireframing apps like Balsamiq intentionally
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constrain the user, newer wireframing software like UXPin is blurring the lines
between sketching, wireframing, flowcharting, and prototyping to offer more
flexibility across the full design process.
Limited Distractions You can really focus on the product structure, content,
information hierarchy, functionality and behavior instead of visual design by
having few if any options for fonts, colors, or general styling. Some wireframing
tools do this intentionally for the same reason.
Cons
Duplicate Work You dont have master templates or elements to re-use or
apply changes across different views. You also cant neatly edit your sketches,
especially as you go into more detail sure you can erase or undo lines, but it
quickly becomes tedious to make multiple changes. Finally, once youve got a
finalized sketch, you cant export that work to another application to pick up
where you left off. All of your hard design work has to be transcribed somewhere
else, whether a graphic editing, presentation, wireframing, or other tool. Unfortunately, theres still some level of duplication between wireframing and graphic
editing for a host of reasons, but products like UXPin, Axure, Proto.io, and Just In
Mind provide significant overlap between those two stages to reduce duplicate
work.
Low-Fidelity You cant include media or fonts and font formatting, and its far
more difficult to visually show interactions or animations than the digital tools
I described below. Depending on the tools youre using for sketching, you may
also find limitations in providing color fidelity. I covered these types of high-fidelity wireframes in the second section of UXPins 50 Shades of Wireframing.
Non-Interactive Beyond limitations of visually showing interactions, you also
cant link sketches together. And forget about animations or advanced interactions there are far better ways to convey this information. Amongst wireframing and protoyping software, UXPin, Balsamiq, Axure, and Proto.io probably
provide the best solutions for this.
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No Version Control This is an inherent issue with all analog tools since theyre
not timestamped, you have no idea who made changes, you cant make copies,
and you cant easily flip through versions and compare changes made. UXPin and
Balsamiq both have revision history to address this problem.
Limited Collaboration Because theres usually only a single, non-centralized
version of a sketch, collaboration around them mainly happens if and when the
person who drew them decides to show share them, possibly in a formalized
meeting. Before or after that point, few if anyone has access to them. Consider
this in stark contrast to UXPin that automatically alerts teammates when edits
or comments are made. InVision is also a great solution but you have to upload
your sketches first since its more of a prototyping and collaboration tool than a
wireframing tool.
No Standardization Elements can be inconsistent if youre not careful, and
proportions could be off, or sizing completely off which could impact a lot of information conveyed in sketches. Stencils, wireframing and prototyping apps, and
wireframing templates for graphics editing and presentation software provide a
better solution for this problem.
Ugly For the majority of you who havent gone to art or design school, your
sketches could be so bad that theyre rendered useless. Consider that before
spending too much time on sketches.
mention them. As for whiteboarding, you can either pay a lot of money for official
whiteboards, try Whiteyboard, make them cheaply out of glass or tile board, or use
a whiteboarding app like Conojo.
More wireframing and prototyping software are also starting to provide whiteboarding functionality or something similar to it. For example, InVision now offers a whiteboarding options to better incorporate this into the full product design process,
while UXPin provides real-time collaboration so different team members can work
on the same wireframes together, no matter how simple or complex.
Pros
Similar to sketching (see above)
Scale The larger size of this wireframing medium really allows you to start at
a higher-level in the product design process, and visually tie different aspects of
the product design together, low- and high-level. With the capability to zoom-in/
out, most digital wireframing tools also provide a relatively large workspace although the view is ultimately limited by your screen size.
Prominence Most offices Ive seen are decked out with whiteboards or glass
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walls in the halls and in every room, with notes and diagrams scattered everywhere. This is great for product design transparency as anyone who passes by
these whiteboards can understand whats going on and possibly even contribute
this is a stark contrast to sketches. Due to the collaborative nature of their job
and the abundance of meetings they typically have, whiteboards are an extremely popular wireframing tool for product managers.
Cons
Similar to sketching (see above)
Fixed Orientation Being mounted to a wall can make it more difficult to sketch, and may be a dealbreaker for some. Its surprisingly a real skill to whiteboard
well.
Limited Details The level of detail is usually limited unless youre really good
with blackboards and whiteboards or have really sharp chalk or markers. Either
way, its probably more time than its worth to go into too much detail on a whiteboard because graphic editing, presentation, and wireframing tools are better
at this.
Photo credit: Paper based prototyping. Samuel Mann. Creative Commons 2.0
Pros
Fidelity Because you can use digital wireframing tools or sketching to create
the initial elements, you get to choose the level of fidelity you want.
Standardization Because youre either creating a bunch of the same cutouts or
re-arranging the same cutout, your wireframe elements are inherently standardized.
Interactivity You can pin pin them on the wall, wrap them around your mobile
phone, tape them on your computer screen, move and rearrange elements. Adding some basic interactivity to your sketched or digital wireframes can be really
effective in understanding the user experience.
Cons
Similar to sketching or digital wireframing Depending on how you create
the initial interfaces youre cutting out.
Speed Theyre more time-consuming than sketches at first but can save time
if you expect to have to rearrange a lot of wireframe elements. And this is also
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an extra step if youre making digital wireframes in applications like UXPin which
have basic and advanced interactions already.
Stenciling
Similar to sketching with a few minor but important differences, including standardization and structure. There are many templates you can print out, stenciling kits
to make your own, and full paper wireframing kits that come with standard paper
elements like the UXPin paper product I mentioned above.
Pros
Similar to Sketching (see above)
Speed Stencils act as a master templates for standard elements you may use
many times, while allowing you to sketch the rest of the details. Depending on
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your skills and preferences, it can be as fast if not faster than sketching wireframes.
Standardization By standardizing details (such as hardware and product elements) across your sketches, it becomes easier to see the differences between
sketches and place more deliberate emphasis on certain details like layout, key
features or content, flows and so forth.
Structure Cleaner and better-aligned lines that more closely resemble digital
tools also lend more structure to your sketches so you can get a better understanding of how product content and features fit together.
Cleaner Unlike the other analog wireframing methods above, stenciling is
typically a cleaner presentation for anyone who isnt a trained designer or has a
shaky hand.
Cons
Similar to Sketching (see above)
Element Constraints Some of the flexibility of sketching is lost when you start
stenciling because youre limited to what the stencil offers. If you want to go beyond these standard elements, youre purely sketching again.
Outdated Elements Unlike wireframing software, you dont get updates on
your element libraries. So each stencil becomes increasingly useless with each
new release of the frameworks with which youre building or the platforms on
which youre building.
Focus on a Tool One of the major reasons people love sketching and black- or
whiteboarding over digital wireframing tools is that they focus less on the tool
and more on the substance. This benefit starts to get lost with a constrained tool
like a stencil.
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Multiple Styles This is one of the few wireframing techniques that uses multiple styles in its composition. The merging of free-hand sketching and clean,
ruled lines can be distracting.
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5
4 DIGITAL WIREFRAMING
WEAPONS
A comparison of the different tools for wireframing choose wisely
In the previous chapter, I covered analog tools and medium to create wireframes.
Below, Im going in-depth on the digital tools used to create wireframes, their
strengths and weaknesses, and how tools like UXPin are evolving to address the
evolution and diversification of product design.
much less common tool, it was very difficult to find examples online. But here are
some instructions if you want to take this route.
Pros
Familiarity Weve all used them so we know what we can do with them. And
since most word processors offer the very basic elements of wireframes shapes, colors and text you can theoretically use them for this purpose. Its definitely an option if youre absolutely terrible at using everything else.
Cons
Similar to Presentation Software (see below)
Basic Elements This is even more limited than presentation software, although
you can always import images and adjust the arrangement and set them above
or below text to achieve this goal. It will be far more time-consuming than the
other tools mentioned, however.
Difficult to Layout Changing the arrangement of text and pictures will easily
get you started, especially the bring in front of text command so you can move
elements around freely. However, Ive often run into issues when re-arranging
elements that are higher up on a page than others. Because word processors
are designed to adjust surrounding content as you make changes to simplify the
document creation process, it actually works against you when trying to rearrange elements independently of one another. Essentially, you cant set or lock elements into place like you can with almost all other software.
lar the limitations are between the two. And, of course, if youre not stuck in your
ways with tools youre already familiar with, Id suggest going straight to dedicated
wireframing and prototyping software they exist solely for that reason.
Pros
Familiarity Marshall McLuhan once said, We become what we behold. We
shape our tools, and thereafter our tools shape us. Since the vast majority of designers, engineers and product managers have used or regularly use Photoshop
or Illustrator, theyve adapted their workflow around those tools over time. If you
are a power user of this software, the speed gap compared to other wireframing
tools closes even dedicated wireframing and prototyping tools like UXPin. To
wit, advanced usage of master templates, smart elements, existing graphics
work, workspace organization, and/or keyboard shortcuts could potentially make
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you as effective in Photoshop or Illustrator as UXPin for basic types of wireframes but not for advanced interactions, animations, user flows, and many of the
other features provided by dedicated wireframing and prototyping tools. And if I
had a timer and gave you a few days to learn the app, youd probably be faster in
UXPin.
Wireframing Element Libraries First and foremost, there are many wireframing templates and toolkits which turn this app into a pseudo-wireframing tool
a very basic wireframe is mainly shapes, colors, and text after all. As you work
more in this software, you can leverage master templates, smart elements and
wireframes or wireframe elements youve already created if youre smart about
it this takes a lot of discipline, though, and Ive heard more people mess this up
than do it well.
Fidelity With the ability to use almost any shape, text, or color your heart desires, you can literally create almost any wireframe you can imagine, not constrained by wireframing element or icon libraries. You can add any level of fidelity
(i.e. media, color, and text) in here with the exception of interactions and animations. Many wireframing tools limit your ability to do this intentionally. However,
thats gradually changing thanks to products like UXPin, which has been launching many high-fidelity features lately with image editing, gradient editing, one
of the most beautiful color pickers on the market, and many more to come.
Cons
Feature Bloat For the same reason these tools are so flexible, theres also a
steep learning curve and a lot of ongoing distraction from feature bloat. This is
mainly due to these products not originally being intended for wireframing. Moreover, theyve evolved to accommodate more types of graphic work in a sense, trying to become all things to all people. As a result, these tools are typically
not as quick or effective as wireframing and prototyping applications, or analog
methods for anyone who isnt an advanced user. With that said, Sketch, a new
and popular graphic editor in town, is attempting to solve this feature bloat problem through a focus on the essential features (a la the 80-20 rule), less obtrusi39
ve layers, drawing tabs within a project. However, its limited compatibility with
Illustrator and Photoshop and poor .svg support have been significant drawbacks
to using this as an option at all, especially in larger organizations where everyone
would have to switch.
Non-Stock Element Libraries Although you can find wireframing element libraries to import, it can be cumbersome to find the right ones instead of using the
stock or community-generated libraries provided by dedicated wireframing and
prototyping software. And, if youre not aware of these libraries, you may run the
risk of spending time making your own from scratch or not providing the right
level of detail because you dont know what typical wireframes should look like.
No Collaboration Most graphic editing applications dont offer any collaboration within the application its one of the main reasons Flinto and InVision
entered the market. For example, you cant edit the same document together
in real-time or invite a colleague to leave comments or annotations which is
important when working on content and information hierarchy. Moreover, there
arent dedicated areas or functionality in the software to document additional
details about the product structure, functionality or behavior. While presentation
applications like PowerPoint or Keynote provides additional areas for annotations and better illustrates user flows, wireframing and prototyping apps provide
the total package, especially applications like UXPin or Axure which allow you to
produce higher-fidelity wireframes that come very close to final mockups youd
produce in graphic editing software. Oddly enough, Adobe Creative Suite once
offered reviewing services then discontinued them hopefully this will change,
for their sake.
No Presentation You can export to PDF, email a file, or share your screen.
Thats about it.
No Flowcharting or User Flows It simply doesnt exist. You cant export images
to a PowerPoint, or visualize them in series (i.e. a user flow). The best you can do
is export them to UXPin, Axure, InVision or Flinto individually look at them side-by-side or create links between them to visualize more granular user flows.
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Presentation Software
As with word processing software, most people have used presentation software at
some point in their lives, and almost every businessperson has its probably mandatory in US education by now. The broad familiarity of this tool makes it another
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great basic option for creating and presenting wireframes to teams. Although the
predominant choices are PowerPoint and Keynote, you can also use Google Presentations, Prezi, or another popular free presentation tool.
Pros
Familiarity As with word processing software, you know the basics. And its
really easy to learn more advanced features like animations, slide transitions,
linking slides for interactions and so forth.
Wireframing Element Libraries Because of wireframing libraries like
Keynotopia, this app can quickly become a pseudo-wireframing tool with the
basic shapes, colors, text, animations, hyperlinks, and focus on UI narratives and
user flows you need. As you work more in this software, you can also leverage
master templates, and reuse slides or parts of slides when making changes to
your wireframes. Its far easier to be disciplined about this in presentation software compared graphic design apps.
User Flows By nature, the application takes you through a linear flow. This
forcing function is great at making you think about the actual product experience
instead of separately, pretty wireframes or mockups. For more advanced users,
you can actually link presentation slides in more complex ways to showcase
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many user flows that dont necessarily follow the linear progression of a presentation. Unfortunately, most wireframing and prototyping software is clunky when
it comes to visualizing user flows but UXPin, Flinto and InVision do a great job.
Interactivity Whether youre showcasing a full-bleed wireframe or a wireframe
with annotations, you can add hyperlinks between slides and triggered animations within slides to visualize desired interactions. Ive personally done this quite
a bit and love the experience, it can be extremely time-consuming and not give
you the desired results. Also, once you start playing around with advanced user
flows and interactions, however, it becomes more difficult to incorporate slides
with supplemental notes or other contextual information about the product design. Wireframing tools like UXPin, Axure and Proto.io are better for this.
Cons
Non-Stock Element Libraries Similar to the issues in graphic design software,
it can be cumbersome to find the right element libraries, if they exist at all. Unlike dedicated wireframing and prototyping apps and their communities, presentation libraries like these arent updated as frequently and the library quality almost
always suffers. Alternatively, you may run the risk of spending time making your
own from scratch or not providing the right level of detail because you dont
know what typical wireframes should look like.
Limited Collaboration Most presentation software doesnt offer any collaboration within the application, with the exception of Google Presentation where
multiple people can work on slides at the same time and even leave comments.
However, software outside of Keynote and PowerPoint seriously lack in interactivity, manipulation of graphics, and shape, text, and color options that even make
this a tool worth considering. If you care about collaboration without compromising other benefits, you should stick with UXPin, Balsamiq, Axure, Proto.io or
other wireframing apps or check out InVision or Flinto for prototyping software.
Limited Flow Charting & User Flows As I mentioned before, you can actually communicate pretty advanced user flows. Keynote and PowerPoint actually
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have flow diagram images for high-level flows, and you can link slides together
to show many user flows that dont necessarily follow the linear progression of a
presentation. However, its not easy to do and the flow charts (or sitemaps) arent
linked to the wireframes themselves in ways that product like Axure or UXPin
do the UXPin team is even aware of these limitations, and working on an even
tighter integration between these two features.
Limited Interactivity Clever users can actually get pretty far if they use all of
the features in Keynote or PowerPoint. And that may be all you need. Once you
start to think about the ease of adding basic interactions within wireframing and
prototyping software, and the breadth of options when you start to think about
all the combinations of elements, content, views, and animations, you quickly
come to realize why people use wireframing and prototyping software to communicate the functionality and behavior of the product. UXPin, Axure, InVision,
and Flinto are pushing the envelope here.
ducts, UXPin, Balsamiq, Axure, and Proto.io are great these are not to be confused
with prototyping-only tools like InVision or Flinto which do not offer most of the
wireframing functionality Ive been discussing. There are also myriad free, but very
limited wireframing applications.
Pros
Built for Wireframing This is self-explanatory, especially for more advanced
wireframing tools that also provide prototyping functionality like UXPin and Axure.
and many UX patterns that combine many of these elements both for inspiration and to skip starting from scratch. And these libraries are updated regularly
to keep up with the ever-evolving product standards alternatives dont come
close!
Advanced Flowcharting & User Flows Most wireframing and prototyping software offer at least a flow chart element comparable to what youd find in presentation and possibly even word processing software. However, many of them
also generate sitemaps as you create new wireframes or let you visualize wireframes side-by-side so you can navigate through them.
Advanced Interactions Product interactions and animations change so rapidly
that only dedicated wireframing and prototyping tools can really offer you the
best option for this. Sure, you can reference other products in your documentation and say, Copy that, and you can get pretty far with presentation software
for basic interactions, but theres better ways to achieve that objective. Simply
put, use a tool like UXPin, Axure, Just In Mind, InVision, or Flinto for advanced
interactions and see how far you can get before trying something else.
Collaboration When thinking about collaboration, you should be looking for a
few key features. The first aspect of collaboration is commenting and resolving
comments as a pseudo-task management system. Secondly, you must have the
ability to allow multiple people to login to the same wireframe or prototype and
edit them simultaneously. Additionally, sharing links to projects also facilitates
collaboration because you can pull collaborators into wireframes and prototypes instead of throwing it over the wall so-to-speak. Finally, revision history and
cloud storage both make it easier to sort through the archives and find the right
work. Many wireframing and prototyping tools provide some portion of these
features. While UXPin and InVision are probably the most robust, Balsamiq, Hotgloo, Just In Mind, and a few others have some level of collaboration as well.
Presentation This can either mean exporting to PDF, or presentation software,
having a built-in presentation mode, or exporting to a web or mobile app so you
can see a real-world presentation (a prototype) of what the app should look and
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feel like. Most software allows you to export to PDF while only a few like Mockflow export to presentation apps, and only web-based versions have links to projects that you can share. And many wireframing and prototyping tools like UXPin,
Hotgloo, Moqups and InVision have a presentation mode and/or let you export
to a web or mobile app.
Cons
Lack of Familiarity Simply put, this may require a few days or weeks of training, but there are a handful of tools like UXPin that are known for usability and
ease of learning.
Limited Functionality If youre not happy with the element libraries, interactions, animations, colors, or level of collaboration and presentation, you may
have to switch to a new wireframing tool that takes time to learn again. For this
reason, Balsamiq has become one of the standards in the industry until now, it
has provided just enough to keep the broadest set of users happy. However, it is
far from a complete solution today. Products like UXPin and InVision are quickly
addressing the more of the expanding wireframing and prototyping landscape.
Limited Fidelity With the exception of tools like UXPin and Axure, most wireframing tools are low-fidelity. In fact, UXPin and Axure are the only tools to my
knowledge that allow you to go from low-to high-fidelity wireframing within the
same app. And it wont be long before some advanced wireframing tools deeply
integrate into graphic design tools like Photoshop and Illustrator to make this
process more seamless. In most wireframing apps, however, if you want higher-fidelity, you have to create mockups in a graphic design tool then export them to
prototyping products like InVision or Flinto.
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6
THE DESIGN PATTERN &
WIREFRAME LIBRARIES GUIDE
The Very Best From All Over The Web
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Whether youre just starting to wireframe or prototype or youve been doing it for
years, youll hopefully find this useful for staying on top of mobile and web product
design trends. Use them freely for finding inspiration, or kickstarting your actual
work with examples that import directly into popular wireframing and prototyping
tools like UXPin and Balsamiq.
Make sure you also read up on UXPins free Web Design Trends and Mobile Design
Trends e-books, which cover some of the product design patterns youll find in the
libraries below.
Importable Libraries
Patterns by UXPin
studio.uxpin.com/patterns
Dozens UI design patterns and wireframe examples and growing. Its a UX wireframe and patterns library that can be imported directly into the popular wireframing
and prototyping tool, UXPin. For an increasing number of the UX patterns, theres
a matching wireframe example to get you started in UXPin or use it for inspiration
elsewhere your choice.
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Mockups To Go
mockupstogo.net
~100 wireframe examples, but no UI design patterns and longer growing and relatively outdated. Its a user-contributed collection of UI components and wireframe
examples built using Balsamiq Mockups. Some of the mockups are full web pages.
These are downloadable mockups that you can use as a starting point for your own
designs in Balsamiq Mockups.
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Standalone Libraries
Web & Mobile
I Love Wireframes
flickr.com/groups/ilovewireframes
~1200 wireframe examples but no UI design patterns. Its a flickr group for everyone
who enjoys creating wireframes.
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Wireframe Showcase
wireframeshowcase.com
Countless wireframe examples but no UI design patterns and no easy way to search
archives still very helpful if you have the time. Its a user-submitted blog of wireframes, juxtaposed with final executed site designs, with commentary. It contains
wireframe examples in all their variety, from photos of paper prototypes in the wor-
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Its a gallery of popular websites, deconstructed by removing all words and images,
abstracted into primitive wireframes. Pretty funky, no?
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Wireframes Magazine
wireframes.linowski.ca/tag/wireframe
Countless wireframe examples but no UI design patterns and no easy way to search
archives. Its not a design pattern or wireframe example library, but does have a
great amount of examples. Wireframes Magazine is run by Jakub Linowski, an interaction designer from Toronto.
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Patterntap by Zurb
patterntap.com
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UX Archive
uxarchive.com
~2000 UI design patterns with a focus on flows, but no wireframes. It aims to help
people create the best user experiences possible for their apps. In the creative process of shaping such an experience, designers need to explore what others have
done to define what works, what doesnt and to observe patterns that you should or
shouldnt integrate in your app. UX Archive helps designers in this process by laying
out the most interesting user flows so you can compare them, build your point of
view and be inspired.
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Behance
behance.net/search?search=wireframe
Countless searchable UI design patterns and wireframe examples, but not a focused library like some of the ones mentioned above. Its a leading online platform to
showcase & discover creative work so you get a wide array of design work on it, mainly visual design. The creative world updates their work in one place to broadcast
it widely and efficiently. Companies explore the work and access talent on a global
scale.
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Dribbble
dribbble.com/search?q=wireframe
Countless searchable UI design patterns and wireframe examples, but not a focused library like some of the ones mentioned above. What are you working on? Its a
community of designers answering that question each day. Web designers, graphic
designers, illustrators, icon artists, typographers, logo designers, and other creative
types share small screenshots (shots) that show their work, process, and current
projects. Dribbble is a place to show and tell, promote, discover, and explore design.
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Countless wireframe examples and UI design patterns, although patterns are harder
to search for.
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Pinterest
pinterest.com/search/pins/?q=wireframes
Countless wireframe examples and UI design patterns, although patterns are harder to search for. As expected, this is a more pleasant experience than Googling the
same things.
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Web Only
UI Patterns
ui-patterns.com/patterns
Many UI design patterns but no wireframes, and hasnt been updated in a year or
so. Unlike other design pattern libraries, it actually has descriptions of patterns,
when theyre used, what problems theyre solving, and tips when designing these
patterns. See this example of a gallery.
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Mobile Only
Pttrns
pttrns.com
~2500 UI design patterns but no wireframe examples. Its a curated library of iPhone and iPad user interface patterns. All patterns has been carefully chosen before
they were added to maintain excellent content quality. The site is currently doing
almost 2 millions page views per month.
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~1550 UI design patterns but no wireframes. Simply put, its design inspiration for
your Android app.
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Inspired UI
inspired-ui.com
Countless UI design patterns but no wireframe examples for Android, iPad, and
iPhone.
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Mobile Patterns
mobile-patterns.com
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MOObileFrames
moobileframes.tumblr.com
in modern web sites and mobile apps recently, and examples of how theyre used
in popular web and mobile products. Some of these patterns are also covered in
UXPins free Web Design Trends and Mobile Design Trends e-books.
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7
FRESH UI DESIGN PATTERNS
Web and Mobile Product Design Trends Ive Noticed In 2013 and 2014
Picasso once said (and Steve Jobs echoed), Good artists borrow, great artists steal.
This may be one of the most misunderstood and misused creative phrases of all
time, but also the most important in a time when product design and development
trends have exploded.
The controversy of this quote comes from its simplicity and, therefore, openness to
interpretation. Out of context, it fails to clarify the difference between copying and
internalizing; originality and innovativeness; aping and assimilating. Its not an excuse to be lazy. Rather, encouragement to learn from the work of others, build upon it,
and own the products youve designed and built to solve real, focused problems of
people those for whom you ultimately design.
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The team at UXPin recently dug through their favorite UI design pattern sources
to identify the recurring solutions that companies were coming up with to address
common design problems as web and mobile applications continue to evolve at a
rapid pace. Ive seen a beautiful assortment of ways that products use swipe, click,
hover, and hold triggers in web and mobile apps to bring users to the most relevant
secondary and tertiary information or next step in a major user flow without cluttering the interface, or even cleaning it up.
Below, Ive shared a few of these standard reference points with you to help you
as you brainstorm, sketch, wireframe, and prototype. Ive even included wireframe
examples to help you visualize these patterns at different stages in the design process. While most of these UI design patterns specifically address mobile problems,
many apply to web as well.
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Facebook and Mailbox and many more apps have vertical (non-standard) navigation on both web and mobile. This will help you find sections with an application
in addition to finding all the content and data youre looking for about the product,
company, etc. on a single page through a fluid navigation that jumps you to different parts of the site. This is also a great example of a drawer, which is a very popular UI design pattern on mobile.
Similar to toggling, drawers are life-saving UI design pattern trends in light of mobile screen constraints and users need for speed. Since each drawer and slide-out is
a separate layer in an application, its not as constrained and, therefore, Ive seen
even greater variety in implementations, including many terrible ones but I wont
show you those ones.
Yelp is a phenomenal example of providing links to everything in their application.
While they provide a more explicit UI design pattern, more content-heavy applications like Flipboard can actually get confusing with the endless ways you can swipe,
tap, x-out, undo, and go-back as you navigate through its digital magazine.
use this
Click to
n UXPin
Pattern i
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Carousel not only has a visible scrollbar, but a power scrollbar at the bottom so
you can blaze through your 1 million hosted photos with ease. As user-generated
content, feeds, groups, lists, etc. keep growing, well see even more innovative UI
design patterns that allow users to find what theyre looking for beyond search and
scroll bars.
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Tinder has made its content seamlessly responsive. This UI design pattern lets
you toggle between 2 states of a users profile simply by clicking on the main picture in each view. But they go one step further. If you swipe through pictures in the
detailed view of a user profile then click on the picture to go back to to the basic
view, it stays on the picture you clicked on. This creates an extremely fluid and intuitive user experience and flow. In all fairness, OKCupid lets you do this too.
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Uber lets you toggle between four types of ride services seamlessly by dragging
a slider side-to-side. In this UI design pattern, they even zoom in and out to give
you a similar level of density of cars nearby so you can see an acceptable number of
options automatically.
Uber also lets you toggle between booking a ride and seeing the fare estimation by
tapping the slider button once youve chosen which ride type you want. This is a
simple yet important UI design pattern that makes me smile every time Im doing
five things while trying to get a ride somewhere, but want to make sure Uber isnt
ripping me off with surge pricing.
use this
Click to
n UXPin
Pattern i
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RelateIQ lets you hold down main menu items to see submenus for faster navigation to views. Its one of the most complex enterprise mobile apps on the market
today so theyre going to be pulling out a lot of new and existing mobile UI design
patterns to keep it a quick and clean experience without sacrificing the power of
their web product.
Snapchat lets you see hidden information the number of messages received
and unread by clicking on the snapchat header. Simple UI design pattern, right?
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Yelp lets you go between listing details and the photo gallery when you drag downward to further expose the photo hidden behind a semi-transparent listing header.
The use of semi-transparency and responsive content creates a wonderful experience here. Its probably one of the more advanced but least known UI design patterns out there. Hope everyone uses it more now!
Secret only lets you take certain actions once you discover how to access the
menu. Swipe right and youll expose an action menu. This UI design pattern takes
minimalism using drawers and slideouts to a new level.
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LinkedIn lets you get to reach the main menu from anywhere by tapping the logo
(commonly a 3-line hamburger menu icon) in the top left corner to access this
drawer. This UI design pattern was first introduced to the masses by Facebook in
their mobile app, and then adopted by many companies like Path, Fancy, and so
many others. Its an easy way to hide all the less important things in a side drawer
and not worry about how a mobile application should distill the most important
information. Instead, you only have to focus on how to distill the most important
information in each view thats accessible from the side drawer.
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Pinterest popularized cards, a way to allow users to browse and discover all kinds
of content in a more engaging way while accommodating responsive design trends
as well as social feed patterns extremely gracefully given its staggered and randomly sized tiles. It feels like puzzle pieces that could fit anywhere. Sadly, however,
there are many terrible implementations of this, especially if you look at Pinterests
competitors who have broadly done anything but truly understand why Pinterests
UI design pattern is better out of curiosity, I actually compared them in-depth in
my spare time in late 2013. Ive included a wireframe example of this design pattern
below using UXPin.
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Lyft and Yelp provide maps as backgrounds, which makes sense given their local
nature. This will become an increasing trend as local applications become more prominent and more information can be layered onto the map view, making maps a full
experience not just for one-off directions on web or mobile. Youll also see a lot more
UI design patterns that blossom from videos, pictures, and other media as backgrounds. Ive included a wireframe example of this design pattern below using UXPin.
Click t
ou
Pattern se this
in UXP
in
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Facebook Messenger and Instagram shows all user thumbnails in circles. Popularized by Google+ and improved by Path in some respects, this UI design pattern is
gaining popularity although its benefit over the traditional square thumbnail is not
clear other than adding variety, the unequivocal spice of life. Weve included similar example of this design pattern below using UXPin.
Click t
o use
it in U
XPin
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Secret takes no whitespace for granted by stacking full-bleed images on top and
next to each other while layering some important information on top of them. In a
way, these images act as images as backgrounds. In another, this UI design pattern
keeps the user extremely engaged with even less white space and distracting design
details than Pinterest.
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Pinterest and Spotify let you know you can cancel adding a pin or following an
album, respectively, by transforming the + into an x button. This UI design
pattern saves real estate, makes undoing any action quick and clean, and is an overall playful solution.
Transformations and animations are particularly important in mobile applications.
You could 1) entirely replace an element with another that has slightly different
functionality, e.g. do and undo, 2) visually connect elements, e.g. zooming in on
a photo and dissolving surrounding elements when you click on it, 3) or give visual
feedback about what is happening, e.g. a transparent shadow under a draggable
object on the phone.
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Asana lets you manipulate content directly, such as moving tasks around by
clicking-and-holding or keyboard shortcutting (on web) or pressing-and-holding (on
mobile) then dragging-and-dropping them wherever you want you obviously dont
need to do this for keyboard shortcuts. If you have a lot of tasks, another UI design
pattern may be more useful but, for most use cases, this is a great solution if you
need to re-arrange list items.
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Tinder and Carousel let you vote on people or share / hide photos, respectively,
with draggable images. Tinder also gives you huge buttons so you know exactly
what to do and can do it quickly wherever you are and whatever youre doing. For
Tinder, swipe or click right if you like someone, swipe or click left if you dont. For
Carousel, swipe up to share your photos and swipe down if you want to hide them.
Tinder is one of the most well-known examples of this UI design pattern because its
the core of this mobile application its Hot or Not on-the-go.
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Mailbox popularized the side-to-side swiping actions for email clients, allowing
you to mark emails as read and schedule them for follow-up by swiping right or
left, respectively. This UI design pattern is such an enjoyable and efficient experience that its no wonder the company was acquired for $100M after being live for 1
month their viral marketing launch campaign didnt hurt either.
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Instagram lets you discover faster actions such as liking a photo by double-tapping the photo instead of scrolling down to click the like button. Im personally not
a huge fan of UI design patterns that dont let you undo an action, but its the only
example Ive seen where you can tap content to categorize it Im sure many people have accidentally liked ugly Instagram photos due to this pattern. Weve included a similar example of this design pattern below using UXPin.
Click t
o use
it in U
XPin
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Snapchat and Facebook Messenger let you access features when you need them
by swiping any friend left. For Snapchat, now you can delete as many friends as you
want all at once I call it the disappearing friend act, but you can call it whatever
you want. For Facebook Messenger, you access even more discoverable actions, including a sub-menu called more. Interestingly enough the delete button actually
gives you options to archive or delete the conversation. In most UI design patterns,
you arent given that option since theres an archive button in the more sub-menu. Ive included a similar example of this design pattern below using UXPin.
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Secret lets you discover new actions the way it lets you discover new menus. Swipe left on a secret and you like it. Unlike Tinder, swiping right doesnt let you unlike
it, though that gives you the hidden menu we mentioned above. Im a huge fan
of how theyve implemented this UI design pattern although it requires some brain power to remember to remember that swiping right brings up menus instead of
disliking or hiding a secret the way that many similar design patterns have been
implemented.
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Secret also has discoverable tools on the content creation side. If you dont
upload a picture, swiping left-or-right changes the color of the background while
swiping up-or-down changes the pattern. If you do upload a picture, the actions
are even more impressive. Swiping up-or-down on the right side changes dimming
while doing so on the left side changes saturation. Swiping left-or-right changes blur
of the picture. There are no other controls that let you do this nor should there be.
This UI design pattern is so intuitive and clean that youre bound to see a lot more
of this.
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Snapchat and Yelp are part of the growing number of apps that give you friend
lists. Whether its one-on-one communication or keeping track of someones tastes
and preferences, the way users explore their blossoming friend groups will become
increasingly contextual, requiring friends to become a more integral part of the web
and mobile experience. I firmly believe social UI design patterns will follow a similar
trajectory that content UI design patterns have taken as the average web and mobile user goes from hundreds of friends and followers to thousands if not millions.
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Songkick and Flipboard are great examples of products that let you follow something, anything! Whether you have friends or not, theres endless user-generated
content to keep you busy. For the same reason friend lists will become an increasingly important UI design pattern, so will following.
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Quora and Venmo are two of my favorite activity feeds because learning and
earning are two of the primary things people do in life. Its fascinating to passively see people I know provide meaningful answers about self-improvement while
others are spending their hard-earned money on pixels and lip rings. Thanks to this
UI design pattern, I have as much variety on most of my web and mobile applications as I do on cable TV!
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Carousel and Instagram and many other apps offer chat or direct messaging as
an integral part of their experience. Private chat UI design patterns will continue to
blossom across many apps, not just traditional social networks now that users are
finally comfortable sharing more private things online and they have substantial
breadth in the content theyre generating online, even their financial transactions on
apps like Venmo.
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Medium, like many other apps, has consolidated the ugly share widgets with a
single share button to give you a beautiful experience as well as a clear action to
share the content, regardless of where you want to share it. Sounds like a win-win
UI design pattern to me.
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YouTube and almost every application lets you like (or dislike) everything in a
binary way instead of using stars or other ratings. Although ride sharing apps like
Uber and Lyft currently use rating systems, it will eventually make sense for them
to have a more binary rating system the driving was either acceptable or it wasnt.
Since this UI design pattern is one of the most elegant ways of organizing content
on web and mobile applications, you will see this for a long time Im personally
hoping that the combination of content tags will allow users to see their favorite comedy shows and music videos separately without any additional work. Ive included
a similar example of this design pattern below using UXPin.
use
Click to
frame
this wire
in UXPin
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Youtube and Facebook Messenger allow you to group your friends and content
alike. As content of all forms including friend profiles continues to proliferate,
the ability for users to curate and organize everything. Im very curious how these
separate applications will eventually more deeply integrate with one another as new
UI design patterns emerge.
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Venmo makes it really easy to invite others through social, mobile contacts, and
email integrations. Since word-of-mouth and referrals are a huge driver of growth
especially in consumer applications, youll see this UI design pattern proliferate and
evolve even more.
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8
DESIGN PRINCIPLES FOR
WIREFRAMING
A few things to remember while youre iterating on product concepts
Photo credit: 2000 Visual Mashups. QThomas Bower. Creative Commons 2.0
This chapter is an attempt to cut through the noise from the designers, developers,
art directors, usability experts, Venture Capitalist and family members to help you
design better wireframes and, ultimately, products.
So what does it take to design a successful digital product or service? Is it the brand,
the chosen platform, the functionality, the choice of colors, or some viral features?
All of the above have some importance but no single element is why company X is a
success. Were often attached to the idea that if you just get the right idea or if your
design is cool or uses a certain technology, we will be successful there is no recipe
for success.
Take the design process serious, but dont get too attached with one particular part
of it and dont rely on any one particular discipline to give you the right answers.
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Get to the point where you have real users or customers as quickly as possible. Its
these users that will provide you with the information that will get you in a position
to make better design decisions.
With the help of our friend, Des Traynor of Intercom, the following principles should
help you get in a position.
Dont spend too much time on this upfront because sketching, wireframing and prototyping will help you refine your understanding of the answers to these questions.
But theyre important to have in the back of your mind throughout the process.
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Photo credit: PE024: Figure 3.3 Rosenfeld Media. Creative Commons 2.0
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eded. It cannot be said enough. Less is more much more, and for very good reasons:
First, if you do less you can measure more. And if you can measure more, you
can better experiment with what works. Most products are simple, based on simple insights and the product teams behind them have made many small variations of those products in the process.
Second, most users will have to learn your product anyway so dont try to impress them with features before they understand what your product is all about.
Dont add new features just because you think that it will help, it wont, not yet. If
your product becomes a success its not because of how many features it has.
Finally, youll save more money by focusing resources where theyll do the most
good.
Dropbox has much to be desired, Mailbox is pretty basic, Spotify still has a way to
go, Pinterest could be so much more robust, and Uber could have way more bells
and whistles. But theyre all rock-solid products with focused features for focused
user needs and use cases.
Photo credit: Simple user interface. Jeff Kubina. Creative Commons 2.0
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companies and startups have similar problems largely due to the intensity and
time spent immersed in them.
Its very tempting after a couple of months of looking at the same design to want to
change it, and think you are improving your product. Make sure you stay focused
on things that really improve the product and make your users even more happy,
acquire more users, convert them and so on whatever your product objectives
are. If you end up making changes that dont improve or, more commonly, hurt
the product, youll have to spend resources on changing things after you launch.
habits that will pay dividends down the road all while going about their daily lives.
Granted, you cant imagine every scenario and write rules for it like a design style
guide. Every circumstance is different and should be addressed on its own terms.
What unites things, therefore, should be a consistent approach one that users will
hopefully come to understand and trust.
As this pertains to sketching, wireframing and prototyping, its a valuable discipline
to limit the palette of shapes, colors, text, and graphics initially. This will help you be
consistent without being totally uniform (and arguably boring) or having too much
going on, which could be wildly confusing. As a rule of thumb, I always suggest
limiting each attribute (color, grayscale shades, text, elements, etc.) to 2-3 variations
so youre comparing apples to apples instead of wondering which variation is an
apple, and which one is something else could be an orange or a lemon. This will
result in a less sexy wireframe, but thats not the purpose of a wireframe leave
that for mockups and high-fidelity prototypes.
Whats nice about sketching is that you only have one color and font everywhere
until you physically decide to switch sketching tools (i.e. a thicker marker or a colored pencil). Similarly, wireframing tools also limit your options for line weight, color
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and font types. While wireframing and prototyping tools like UXPin give you more
flexibility, other tools like Balsamiq are extremely limiting for this precise reason.
Compared to graphic editing and presentation software, however, most wireframing
software will help you more with staying consistent throughout the design process.
or fight against it. The truth is that headings wrap, videos can be distracting or even
creepy, photo dimensions and orientations can be inconvenient, and decimals dont
creep out of their input boxes.
So scrap the Lorem Ipsum and get realistic about what youre trying to convey to
your users as early as possible.
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the deliverables are the UX designers, but theyre hopefully too busy to care about
internal documentation. On the other hand, everyone wants or absolutely needs
you to communicate the right level of details about what they need to do to make a
great and feasible solution so they can ship better products, faster.
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If youve sketched something on scrap paper that youre confident is a solid solution
that everyone can act on immediately, theres no value in re-creating it in a wireframe or anywhere else. Just take a picture of it and share it where appropriate. In
some cases, you may have to quickly replicate it for organizational purposes, but
dont make deliverables for the sake of it you have better things to do.
In 4 Non-Digital Wireframing Weapons and 4 Digital Wireframing Weapons, I cover
a wide variety of tools you can use to get the job done.
Ive done enough talking. And you need to get back to your product. So grab your
favorite tool, and keep some of these in mind as you ready for your next release.
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