Lab 1 - Part 1 - Question 3

 a) Output from ChatGPT: 

please list the main disadvantages of using wireframes and prototypes

Here’s a clear breakdown of the main disadvantages of using wireframes and prototypes

Disadvantages of Wireframes

  1. Lack of Realism – Wireframes are low-fidelity and may not show how the final product will truly look or feel, leading to misaligned expectations.

  2. Limited Interactivity – They don’t usually capture dynamic behaviours, animations, or complex interactions.

  3. Over- or Under-Interpretation – Stakeholders might mistake them for final designs (too polished) or dismiss them as too rough (not polished enough).

  4. Extra Effort Upfront – Creating detailed wireframes takes time and can feel like duplication of work if the team jumps straight into high-fidelity design.

  5. May Miss Technical Constraints – Wireframes often focus on layout/structure, not on backend feasibility or performance.

Disadvantages of Prototypes

  1. Time-Consuming to Build – High-fidelity or interactive prototypes can take a lot of effort, especially if they’re thrown away later.

  2. False Sense of Completion – Stakeholders may think the product is “nearly done” when it’s really just a demo.

  3. Maintenance Overhead – Prototypes may need frequent updates to stay aligned with evolving requirements.

  4. Tool & Skill Dependence – Building interactive prototypes requires specialised tools and expertise.

  5. May Not Capture Final Performance – Even realistic prototypes often don’t reflect actual speed, scalability, or backend integration. 

 In short:

  • Wireframes are fast but too abstract, so they risk miscommunication.
  • Prototypes are engaging but can be misleading, costly, or hard to maintain

b) Do I agree with ChatGPT based on this articlehttps://www.aha.io/roadmapping/guide/product-management/wireframe-mockup-prototype 

This article describes wireframes as low-fidelity sketches that risk being too abstract, and prototypes as high-fidelity, interactive demos that can give a false sense of completeness. While the article doesn’t explicitly list “disadvantages,” I believe the implications match: wireframes can be misinterpreted or too simple, and prototypes can be time-consuming, tool-dependent, and misleading if taken as the finished product. 

The article also details the use of mockups, these appear to be a middle ground between wireframes and prototypes. A mockup is a static, mid- to high-fidelity design that shows what a product will look like without being interactive. Unlike wireframes, which focus on structure and layout, mockups incorporate visual details such as colours, typography, branding, and imagery. They give stakeholders and designers a realistic sense of the final interface’s style, helping to refine aesthetics and ensure visual consistency before moving into fully interactive prototypes or development.

c) One fact I learned from this research:

I have learned that there are multiple ways to create a visual representation of a web-page. What appears to matter is the fidelity at which one wants to represent their plan.

  • Wireframes - very low-fidelity - focus on layout and structure (boxes, placeholders, labels).
  • Mockups - mid- to high-fidelity - add colour, typography, branding, and a realistic look, but usually not interactive.
  • Prototypes - high-fidelity + interactivity - simulate real user flows and behaviours.

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