Mockup: Definition, challenges, and explanations
What is a mockup?
A mockup is a static visual representation of an interface or digital product. It generally illustrates the graphic design and layout of elements without incorporating functional interactivity.
In the context of UI/UX design, it allows you to present a near-final version of the appearance of an application, website, or software, offering better visualization than simple sketches or more abstract wireframes.
This type of rendering aims to simulate the graphic appearance and give a realistic idea of the final product before its technical realization.
Why use a mockup and what is its purpose?
The mockup is used to validate and refine the graphic and ergonomic choices of a project before development. It facilitates communication between designers, developers, and clients by providing concrete visual support.
Its main advantage lies in its ability to quickly detect potential errors or inconsistencies in the design, allowing defects to be corrected early on and saving time and money.
It also serves to gather constructive feedback from users or stakeholders, improving the overall experience by incorporating necessary adjustments.
How does the mockup work in practice?
The creation of a mockup generally begins after the wireframing phase, when the structure and main features have been defined.
Designers use specialized tools to create a detailed and accurate image of the finished product, incorporating colors, fonts, images, buttons, and other visual elements.
It has little or no interaction, focusing on aesthetics and layout. This static version allows you to evaluate the overall look and discuss changes before moving on to prototyping or development.
What are the advantages and disadvantages of mockups?
The advantages of a mockup include better visualization of the final design, easier communication between all project stakeholders, and early detection of visual or ergonomic issues.
It helps reduce the risk of costly errors during the development phase by validating graphic choices in advance.
However, mockups also have limitations: they do not represent the interactivity or dynamics of the product, which can sometimes give an incomplete impression of how it works.
In addition, they can be time-consuming to create if the design is complex, and often require several iterations to perfectly meet expectations.
Concrete examples and use cases of mockups
A mockup is frequently used in web or mobile interface design to show a client the final version of a page before coding.
Design agencies use mockups to present different graphic scenarios, allowing for the comparison of several visual styles.
In digital marketing, a mock-up is also used to test the visual impact of a campaign or product before launch.
It is also used in non-digital fields, such as product design and interior architecture, to visualize a project before it is realized.
The best resources and tools for mockups
- Adobe XD: a powerful tool for creating UI/UX mockups and prototypes.
- Figma: a very popular online collaborative platform for designing mockups.
- Sketch: design software specializing in the creation of mockups for Mac.
- MDN Canvas: documentation on HTML graphics elements to understand the relationship with the mockup.
- W3C Web Design Principles: official guide to best practices in web design.
FAQ
What are the differences between a mockup and a wireframe?
A wireframe is a simplified, schematic representation of an interface's structure, without any graphic details. A mockup is a more complete illustration, incorporating colors, fonts, and visual elements to show the final appearance.
Can a mockup be used to test the user experience?
The mockup is rather static and does not allow for testing interactivity or user behavior. For this, it is preferable to use an interactive prototype that simulates interactions.
What tools are recommended for creating a mockup?
Tools such as Adobe XD, Figma, and Sketch are widely used to create professional mockups thanks to their dedicated UI/UX design features.

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