Wireframe
Design & UXA low-fidelity sketch of a webpage that shows structure, layout, and content priorities — without color, type, or polish — so the team can argue about the plan…
Interactive Prototype | Clickable Prototype
A UX prototype is a clickable, interactive mock-up of a website or app that simulates how the real product behaves. Built in Figma, Framer, or similar tools, an interactive prototype lets users click buttons, move through flows, trigger states, and experience transitions — without anything being coded yet. Prototypes range from low-fidelity (gray boxes wired together) to high-fidelity (looks and feels like the final product). They exist to test ideas cheaply.
Static designs hide the truth. A page can look beautiful in a Figma frame and feel awful the second a real person tries to use it. Prototypes expose that gap. They show the team where users hesitate, where they tap the wrong thing, where a flow has one screen too many. The cost of fixing it at this stage is an afternoon. The cost of fixing it after engineering ships is weeks. Clickable prototypes also align stakeholders faster than any deck — they stop arguing about copy in a slide and start arguing about the actual experience.
A designer builds each screen of a flow in Figma or Framer, then wires them together with interactions — clicking a button advances to the next screen, hovering a card triggers a state, scrolling reveals more content, a form input shows validation. Modern tools support smart animations, micro-interactions, conditional logic, and even live data. The team shares a link, runs usability tests with five to eight real users, and watches them try to complete real tasks. Where users hesitate or take the wrong path, the designer adjusts the flow, rewires the prototype, and tests again the same week. Once the prototype holds up under real use, engineering takes it as the spec — every behavior is already proven against real humans, not guessed in a meeting.
A low-fidelity sketch of a webpage that shows structure, layout, and content priorities — without color, type, or polish — so the team can argue about the plan…
The browser-based design tool most product and marketing teams use to design websites, apps, and interfaces — collaborative, fast, and the de facto standard…
A diagram of the steps a visitor takes to complete a task on your site — from the landing page through every screen to conversion — so the team can see where…
How it feels to use a product from start to finish — the speed, the clarity, the flow, the copy, the moments of friction, the parts that just work — not just…
The visible part of a digital product — the buttons, menus, forms, layout, typography, icons, modals — that a person actually touches, clicks, and reads to get…
The smallest version of a product you can ship to real users to learn whether the idea actually works, instead of guessing in a room for a year and launching…
The small moments of feedback and motion in an interface — a button that nudges when hovered, a form field that confirms it heard you, a toggle that slides —…