Wireframe / Mockup
A wireframe is a simplified, schematic sketch of a user interface showing structure and layout. A mockup is a more detailed visual draft with colours, typography and images – close to the final design.
Before a single line of code is written, it should be clear how the application will look and behave. Wireframes and mockups are the visual tools that make this possible. They turn abstract requirements into tangible drafts that the whole team – stakeholders, designers, developers – understands. That way misunderstandings are caught early and expensive changes in development are avoided.
What is Wireframe / Mockup?
Wireframes are schematic, often black-and-white representations of a user interface focused on structure, layout and information architecture – without visual details like colours or images. They show where elements go (navigation, content, buttons, forms) and how the user flows. Mockups are more detailed visual drafts that approach the final design: colours, typography, icons, images and exact brand appearance. A prototype goes further and makes the draft clickable and interactive. These three stages form the typical UX process: Wireframe (structure) → Mockup (design) → Prototype (interaction). Common tools: Figma, Sketch, Adobe XD, Balsamiq.
How does Wireframe / Mockup work?
The UX designer starts with low-fidelity wireframes that fix the rough structure on paper or digitally. After feedback they are refined into mid-fidelity wireframes. Then the UI designer creates mockups that show the final visual design. Optionally clickable prototypes are built from mockups for user testing. Design tokens and component libraries keep the design consistent and make handoff to development efficient.
Practical Examples
A UX designer creates a wireframe for an e-commerce homepage with positions of search, categories, hero banner and footer – no colours or images.
A mockup for a banking app shows the exact design of the account overview with defined colours, fonts and icons.
A paper wireframe is used in a workshop with stakeholders to quickly discuss layout variants.
A clickable Figma prototype simulates a shop checkout and is used for usability testing with real users.
A design system in Figma contains reusable wireframe and mockup components for consistent use across projects.
Typical Use Cases
Requirements clarification: Wireframes make abstract requirements visual and support alignment with stakeholders
Usability testing: Clickable prototypes are tested with real users to validate design before development
Developer handoff: Mockups with specs (spacing, colours, fonts) are the precise basis for frontend implementation
Redesign: Wireframes help plan the new information architecture before visual design starts
Pitch and sales: Mockups give clients and investors a realistic impression of the planned product
Advantages and Disadvantages
Advantages
- Early feedback: Changes to a wireframe take minutes; changes to finished code take hours or days
- Shared language: Visual drafts create a common understanding between stakeholders, designers and developers
- Focus on structure: Wireframes steer discussion toward flow and information architecture instead of colours
- Better UX: Early testing surfaces usability issues before they become expensive
- Efficient development: Clear design specs reduce questions and rework during implementation
Disadvantages
- Time: Detailed mockups and prototypes take time that may be scarce before deadlines
- Over-specification: Very detailed wireframes can limit creative freedom in visual design
- Wrong expectations: Stakeholders may treat mockups as the final product and expect pixel-perfect implementation
- Tool dependency: Learning design tools like Figma takes time and the team should use the same tool
Frequently Asked Questions about Wireframe / Mockup
What is the difference between wireframe, mockup and prototype?
Which tool is best for wireframes and mockups?
Do I always have to start with wireframes?
Related Terms
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