Product design skills

wireframe

Use when the user wants to explore the design space quickly — many rough ideas, not one polished direction. Low-fi, handwritten-font sketches; 3–5 structurally distinct options per idea, not recolors.

Category
Prototyping
Status
Experimental · Recommended
Use when
  • explore the design space
  • rough wireframes
  • low-fi wireframe options
  • sketch some layout ideas
  • give me a few structurally different layouts
Works on
  • a feature or screen description
  • an existing product/problem context to riff on
Produces
  • a set of 3-5 structurally distinct low-fidelity HTML wireframes laid out for side-by-side comparison, with plain-language section labels and interaction annotations
Works with
Claude Code, Codex, Cursor, OpenCode, Amp, Gemini CLI, GitHub Copilot, VS Code, Claude.ai
Tags
wireframing, low-fidelity, ui-design, interaction-design, prototyping
Source
manalkaff/opendesign by manalkaff · MIT · adapted for this repository
Related skills
wireframe-jsonprototypeinteractive-prototype

Instructions from SKILL.md

Loaded when the user wants to explore the design space quickly — many rough ideas, not one polished direction.

Output location

Write all output files to ./opendesign/mockups/<task-slug>/. Derive the slug from the task name (e.g. dashboard-redesign, onboarding-flow).

Role framing

The goal is breadth, not polish. The output is a map of the design space, not a finished artifact. Use this skill early in a project, before the user has committed to a direction.

Interview the user first to understand the problem, then generate multiple rough takes in one pass.

Quantity and spread

  • Produce 3 to 5 distinctly different approaches per idea. "Distinct" means different structural logic, not different colors of the same layout. If two wireframes could be swapped by changing a class, they are the same wireframe.
  • Lay options out side by side so the user can compare them in one glance. For small sets, use a single canvas. For larger sets, use tabbed or paginated groupings so the comparison stays readable.

Visual style

  • Low-fidelity, sketchy vibe. Handwritten-but-readable fonts (e.g. Caveat, Patrick Hand, Shadows Into Light, Kalam).
  • Mostly black and white. Sparing color accents only to call out active or emphasized elements.
  • Simple shapes: rectangles, lines, circles. No real imagery, no real icons. Placeholder text is fine and expected.
  • No polished typography. No real brand colors. No hover states. These are thinking aids, not mockups.

Structure of each wireframe

  • Focus on layout and flow. Where things sit, what reads as primary, what sequence the user moves through.
  • Label sections clearly in plain language ("search bar", "filters", "results list", "primary action") so the user can discuss them without pointing.
  • When a wireframe implies an interaction, annotate it with a short note. Do not implement it.

Tweaks and iteration

  • Expose a small set of simple tweaks: toggle between variants, change density, swap an optional section in or out. Keep the tweak surface minimal. Wireframes should not compete with prototypes for fidelity.

What to avoid

  • Do not polish a wireframe. If the user likes one, the next step is a separate higher-fidelity pass — not sanding down the sketch.
  • Do not let wireframes converge visually. If five options all look the same, you have one option, not five.

Supporting files

One more file in this skill's folder. Markdown opens as a page, other text files open as source, and anything else downloads as it is.

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