![]() Users struggle with them regardless how you frame it, and the data is polluted to the point of nonsense. I've also never tested a lo-fi wireframe that got unbiased results. Something I think looks good in lo-fi falls apart once I start detailing it out, so it's faster just to jump right into the high-fidelity. Sketches and wireframes simply don't work well for me. Crazy 8s is another theoretically useful tool, but one I personally don't find valuable. However I couldn't tell you the last time I seriously used sketches or lo-fi wireframes in my processes. I want to defend them, because I feel that it can be helpful step in the process. With that being said, If do screens completely from scratch, I tend to do wireframes. But they may not cover all scenarios, or they might become less relevant because world/tools have changed. ![]() Principles are there to help you and guide you. In that way, I can work faster, and the screens don't look "finished", so I get plenty of good feedback. So that the area of the screen that I need to design has wireframes, while the rest I high-fidelity. ![]() So I will copy an existing high-fidelity screen, and just put wireframe elements into it. In practice, I design screens that are a mix of high and low-fidelity. If you spend more time doing pure wireframes than high-fidelity screens, you are not really that agile. And when I decide to do wireframes anyway, I feel like I just do it for the sake of doing wireframes. But I don't really do wireframes anymore especially if make designs that are built on top of already existing screens.
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