Wireframing and Prototyping
Harry
· 16 Sep 2026
· 11 views
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Start low-fidelity
Before choosing colours, decide structure. A wireframe is a simple grey-box layout showing what goes where – header, content, buttons – without visual polish. It is fast to change, so you explore many ideas cheaply.
From wireframe to prototype
- Sketch on paper or a whiteboard first – the fastest iteration there is.
- Wireframe in a tool (Figma, Sketch, Adobe XD) to define layout and hierarchy.
- Prototype by linking screens so it feels clickable – without writing code.
Test before you build
Put the prototype in front of a few users and watch them try to complete a task. You will spot confusing flows in minutes – far cheaper than discovering them after engineering has built the real thing.
Rule of thumb: the earlier you test, the cheaper the fix. A change on a wireframe costs minutes; the same change in production costs days.
Key points
- Decide structure with low-fidelity wireframes before visual design.
- Sketch → wireframe → clickable prototype.
- Figma/Sketch/XD let you prototype without code.
- Test early – fixing a wireframe is far cheaper than fixing production.