A wireframe is a sketch of the system to be built. It’s simple, clear and allows everyone to read and understand easily. Wireframe shows “just enough” information of the screen instead of the full details. The actual screen design will be produced at a later stage by referencing the wireframe. You can visually obtain consent about the requirements. They serve as a blueprint that defines each Web page’s structure or screen design, content and functionality. Wireframes are created before any design work is started so that the focus is on layout without the distraction of colour and visual elements.
A mockup is high-fidelity static design for representing a product. While a wireframe mostly represents a screen or webpage structure, a mockup shows how the actual screen is going to look like. A mockup helps you make final decisions regarding a screen’s color schemes, or the layout of visual GUI elements, but it is not interactive and not clickable.
While wireframes are design placeholders, mockups are built to give the viewer a more realistic impression of how the end product will look. While the wireframe is visually stunted, the mockup is close to the final version in appearance. In this way the mockup acts as the bridge between the wireframe and the prototype.
Although it lacks the functionality of a prototype, it can still provide the project sponsor with a picture of how a finished product can be, and help team members review their project visually. Thus, you can ask your potential users for feedback and make the necessary changes right away.
A prototype is a draft version of your website that allows you to see our ideas and show the intention behind a feature or the overall design concept to users before investing time and money into development. A prototype is something that allows click-through of a few pieces of content to a visually functioning site.
A prototypes are computer-based, and usually allow realistic (mouse-keyboard) user interactions. High-fidelity prototypes take you as close as possible to a true representation of the user interface. High-fidelity prototypes are assumed to be much more effective in collecting true human performance data (e.g., time to complete a task), and in demonstrating actual products to clients, management, and others.