Wireframe Fundamentals
Wireframes vs. Other Artifacts
Mobile-Specific Wireframing
Interaction Modeling
Prototyping Techniques
100

What is a wireframe in mobile design?

A low-fidelity layout showing structure, flow, and functionality without final design details

100

What is the main purpose of a wireframe?

To show structure and flow

100

Why use device templates in mobile wireframes?

To visualize the experience on specific platforms, device specific layouts and screen sizes

100

What does KLM stand for?

Keystroke-Level Model

100

What is a low-fidelity prototype?

A quick, simple version like a paper prototype for testing flows

200

Why should wireframes look sketchy?

To keep focus on functionality and avoid distractions from aesthetics

200

What distinguishes a mockup from a wireframe?

Mockups show final visual design with colors and fonts

200

What platform-specific element should be considered in Android wireframes?

Hardware buttons like back/home/menu

200

What does KLM predict?

Expert, error-free task completion times

200

What is a high-fidelity prototype?

A realistic, interactive version that may use real code

300

What are the four key components of a wireframe?

Task flow, interactions, content, layout

300

What is a prototype used for?

Interactive testing of functionality before building

300

What’s a best practice for flow length in mobile wireframes?

Keep flows to 3–4 screens max or break into bite-sized tasks

300

What is StEM used for?

Modeling touch interactions and predicting performance times

300

What is “Wizard of Oz” prototyping?

A method where a human simulates system behavior behind the scenes

400

What is the philosophy behind wireframing?

“Fail early, fail often” – generate many ideas and discard freely

400

What fidelity level do wireframes typically have?

Low fidelity

400

What should each screen flow be labeled with?

A user-centric task name (e.g., “Add to cart”)

400

What kind of UI elements can StEM model?

Buttons, draggable objects, gestures, timers  

400

Why is Wizard of Oz not suitable for fast, repetitive tasks?

Because it relies on manual control and can’t keep up with rapid interactions

500

Why should wireframes be easy to throw away?

To encourage experimentation and avoid attachment to early designs

500

Why are prototypes better than wireframes for testing interactions?

They allow user interaction and simulate real behavior

500

Why is thumb zone awareness important in mobile wireframes?

To ensure controls are placed within easy reach for usability

500

What makes StEM unique compared to KLM?

It uses real interaction data and works with sketches/screenshots

500

What’s the main benefit of low-fidelity prototypes in mobile design?

They’re fast to create, easy to change, and focus on usability over visuals

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