wireframing
Skill1 starsChanged 44 days agoMITView on GitHub
Produces low-fidelity wireframes that explore three or more structurally different concept directions, with annotated decisions, as quick HTML or in Figma. Use for "wireframe this", "sketch some options", "lo-fi mockups", "explore layouts", "crazy 8s", "concept directions", or "what could this screen look like". Not for refining spacing and hierarchy on a chosen direction (use layout-and-hierarchy) or deciding what content and navigation exist (use information-architecture).
1 other project uses a version of this.
Adopted by
Most recently taken up by
- nisarth/claude-skills-storetheir own version, first seen Nov 8, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- nisarth/claude-skills-store★ 1same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository33 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- accessibility-reviewSkill
- art-directionSkill
- brand-identitySkill
- brand-strategySkill
- brand-voiceSkill
- color-systemSkill
- component-api-designSkill
- design-briefSkill
- design-case-studySkill
- design-critiqueSkill
- design-discoverySkill
- design-handoffSkill
- design-system-auditSkill
- design-system-docsSkill
- design-to-codeSkill
- design-tokensSkill
- iconographySkill
- information-architectureSkill
- interface-polishSkill
- landing-page-designSkill
- layout-and-hierarchySkill
- micro-interactionsSkill
- motion-implementationSkill
- motion-languageSkill
- product-design-processSkill
- reference-researchSkill
- typography-systemSkill
- usability-testingSkill
- user-researchSkill
- ux-writingSkill
- visual-qaSkill
The file
We split this skill into the rules it gives an agent
5 rules. About 0 are common, 4 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 26
Before usability testing, to have 2–3 concepts to compare
- Very specific: line 87
Figma MCP: If connected, load the figma-use skill before calling use_figma.
- Distinctive: line 93
Mobbin MCP: If connected, search real flows for each axis position before committing (for example "onboarding wizard" vs "checklist …
- Distinctive: line 126
No shadows, radii, gradients, or brand: If a reviewer comments on color, the fidelity is too high for this stage.
- Distinctive: line 187
Only the happy path; the empty and error states are often where a direction fails
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Wireframing
A wireframe is a cheap argument about structure. Its job is to make a few genuinely different bets visible early, while changing direction still costs minutes, and to record the reason for each choice. The output is a set of 3+ distinct concept directions at low fidelity, annotated, with a recommendation on which to take forward and what would have to be true for it to win.
When to use
- A brief exists and nobody has drawn anything yet
- The team is converging on the first idea without having seen a second
- A redesign where the current structure may be the problem, not the styling
- A stakeholder asks "can we see some options"
- Before usability testing, to have 2–3 concepts to compare
Not for: deciding the sitemap, object model, or navigation labels (use
information-architecture first), polishing spacing and type on a chosen direction
(use layout-and-hierarchy), or final visual design (use interface-polish).
Inputs
Gather these. If one is missing, use the default in brackets.
- The brief: problem, audience, success metric [ask for one sentence each; if none, write a one-line assumed brief and state it]
- Primary task: the one thing a person must accomplish on this screen or flow [infer from the brief; state the guess]
- Content inventory: real fields, labels, and data the screen must hold [pull
from the codebase, API responses, or
information-architectureoutput] - Constraints: platform, viewport, existing design system, technical limits [web, 1440 and 390 widths, no system constraints at lo-fi]
- Reference material: competitor or pattern screens [run
reference-research, or search the Mobbin MCP if connected; if not, say so and continue] - Output medium: HTML, Figma, or both [HTML; Figma if the Figma MCP is connected and the team works there]
Process
- Restate the problem as a design question. One sentence, "How might we help
{person} {do task} when {constraint}?", plus the primary task and 1–2 secondary
tasks. Model: the "Design question" block of
templates/concept-sheet.md. Copy that shape. - Run a crazy 8s pass. Eight thumbnail ideas, fast, no filtering. On paper this is the Google Ventures Design Sprint exercise: one sheet folded into eight panels, one minute per panel. As an agent, write eight one-line concepts, each naming a different structural bet from "Axes of divergence" below. Output: the eight lines in the concept sheet.
- Pick 3–4 directions that differ on at least two axes. Discard any pair that differs only in styling, ordering, or column count. Name each by its bet ("Inbox-first", "Map-first", "Guided wizard"), never "Option A". Output: named directions, one-sentence bet each.
- Wireframe the key screen of each direction. Same content, same fidelity, same
viewport, so the comparison is fair. Add the one or two adjacent states the bet
depends on (empty, error, or the next step). Model:
references/html-wireframe-kit.mdfor HTML. Copy that shape: its tokens enforce the fidelity rules. In Figma, see "Tools" below. Output: 3–4 frames per viewport. - Annotate decisions. Numbered pins on the frame, each tied to a note: what the
element is, why it is there, what it assumes. Mark open questions separately.
Model: the
.pinand.notesmarkup in the wireframe kit. Output: annotated frames. - Compare against the brief. Directions against the primary task, the success
metric, the riskiest assumption, and build cost. Model: the "Comparison" table in
the concept sheet; for how to write up rejected directions, Fibo's theme creator
plan (see
FIBO.md), which records three layouts tried and why the shipped one won. Output: comparison table and a recommendation, or a proposal to test two directions against each other. - Decide the next fidelity step using "When to go hi-fi". Output: one line naming what happens next and which skill takes it.
Tools
- HTML (default). One self-contained file with all directions side by side on one board. Plain HTML and CSS grid, no framework. Screenshot with Playwright at 1440 and 390 widths if the browser is available.
- Figma MCP. If connected, load the
figma-useskill before callinguse_figma. One page named "Wireframes – {date}", one section per direction, frames at 1440 and 390, auto layout so content length changes reflow. Plain rectangles and text, not library components, unless you are building the direction mid-fi. Annotations in their own layer group so you can hide them. If not connected, say so in one line and produce HTML. - Mobbin MCP. If connected, search real flows for each axis position before committing (for example "onboarding wizard" vs "checklist onboarding").
Standards
Axes of divergence
Two directions are different only if they differ on at least two of these:
| Axis | Genuinely different positions |
| Primary object | List of items / single item detail / timeline / map / canvas |
| Entry point | Search-first / browse-first / recommendation-first / blank create |
| Navigation model | Tabs / sidebar / hub-and-spoke / linear steps / command menu |
| Interaction model | Direct manipulation / form / conversation / wizard / inline edit |
| Density | One thing per screen / dashboard of many / progressive disclosure |
| Automation | Person does it / system suggests / system does it and asks to confirm |
"Same layout with the filter on the left instead of the top" is a variation, not a
direction. Variations belong in layout-and-hierarchy once a direction is chosen.
Lo-fi fidelity rules
- Grayscale only. Three grays at most: a fill (
#f2f2f2), a stroke (#bdbdbd), and text (#333). One accent color, reserved for annotations, never for UI. - One typeface, three sizes. System sans at roughly 14, 18, and 28px. Regular and bold only.
- Real content, not lorem ipsum. Real labels, realistic names, realistic lengths, including the longest one. Lorem hides the overflow and truncation problems wireframes exist to find.
- Boxes for media. A rectangle with a cross or the word "Image" and its aspect ratio. No stock photos; icons only as simple glyphs.
- Actual widths. Draw at the real viewport (1440 or 1280 desktop, 390 mobile).
- No shadows, radii, gradients, or brand. If a reviewer comments on color, the fidelity is too high for this stage.
- Every interactive element carries its verb ("Save draft", not "Button").
When to go hi-fi
Raise fidelity when any of these is true:
- A direction has been chosen and its structure survived a critique or a test round
- The decision depends on visual detail: data density, scannability of a table, legibility of a chart, brand expression on a landing page
- Testing needs realism: people must believe it to behave naturally (checkout, pricing)
- A design system already exists (Fibo, or the project's own), so mid-fi with real components costs no more than gray boxes
Stay lo-fi while the team still disagrees about what the screen is for, or when the next step is a stakeholder decision between directions. Polished frames get approved on looks, not on structure.
Annotation format
- Numbered pins in the accent color, 1–n per frame, top-left to bottom-right
- Each note: what (element), why (the decision and the need it serves), assumes (what must be true), and optionally open (a question to resolve)
- 1–3 lines per note. A paragraph means the decision is not yet made.
Output
A concept sheet using templates/concept-sheet.md,
plus the frames (an HTML file or a Figma link). The sheet holds the design question,
the crazy 8s list, each named direction with its bet and annotations, the comparison
table, and the recommendation.
Verify
Done means every check passes. Open the board at 1440 and 390 and look, then:
- At least three directions, each differing from every other on two or more axes (write the two axes next to each pair; if you cannot, merge them)
- Each direction is named for its bet
- All directions use the same content and the same viewport
- Real content, including the longest realistic label and an empty state
- Grayscale, one typeface, no brand styling; accent color only on pins
- Every interactive element has a verb label
- Every non-obvious element has a numbered annotation with a "why"
- The riskiest assumption is named for each direction
- A recommendation, or a test plan to choose between two directions
- Mobile and desktop both drawn for at least the recommended direction
- Screenshot with annotations hidden (
body.annotations-hidden) still reads
Then delegate to the design-critic subagent with the concept sheet and frames. It
reports only failures, each with the direction and frame, and ends with a verdict.
Fix blocking issues before presenting.
Anti-patterns
- Three "options" that are the same layout with the sidebar moved
- One strong direction and two strawmen designed to lose
- Lorem ipsum and "Title goes here", which hide overflow and truncation
- Wireframes at pixel-perfect fidelity, which invite color debates and discourage throwing work away
- Only the happy path; the empty and error states are often where a direction fails
- Annotations that describe what is visible ("this is a header") instead of why
- Jumping from wireframes straight to handoff without a critique or test round
- Skipping mobile because "we'll make it responsive later"
Related skills
- Feeds from:
design-brief(the problem),information-architecture(content and navigation),reference-research(patterns to borrow or avoid) - Leads to:
design-critique(review the directions),usability-testing(compare two directions),layout-and-hierarchy(refine the chosen one),ux-writing(replace placeholder labels)
References
From REFERENCE-BANK.md:
- Mobbin and Page Flows: real screens and full flows, to see where shipped products sit on each axis.
- UI Patterns: problem/solution framing for choosing an interaction model.
- Refero: pattern-tagged reference for the key screen.
- Nielsen Norman Group: articles on prototype fidelity and sketching.
- Figma MCP: writing frames directly into the team's file.
- v0: a fast first structural draft to react to; strip its styling back to lo-fi before comparing it with the other directions.
From FIBO.md:
- Decision records (
plans/), especially the theme creator plan: the model for writing up directions that were tried and rejected, with the reason.
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