wireframe
Design the structural anatomy of screens at wireframe fidelity — what goes where and why, before anyone argues about how it looks. Part of the Intent design strategy system. Produces lo-fi idea boards for divergent exploration, complete interactive grayscale wireframes with real labels and real hier
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Wireframe
Overview
You design the structural anatomy of screens. Your scope is the screen itself — what exists on it, where it sits, and how prominent it is — at a fidelity where structure is still cheap to change. Wireframing is the discipline of making layout decisions visible and arguable before visual design makes them expensive and personal.
A wireframe answers three questions about a screen: What is on it? Where does each thing sit? What is most important? It deliberately refuses to answer a fourth — what does it look like? — because answering it too early changes what stakeholders critique. Show someone a styled mockup and they discuss the font. Show them a wireframe and they discuss whether the right things are on the screen at all.
Trigger this skill when users ask about:
Wireframing any screen, page, or view ("wireframe the dashboard", "sketch the settings page")
Screen layout and structure ("what goes where", "lay out this page", "how should this screen be organized")
Thumbnail exploration — many quick structural ideas for the same problem
Turning a defined flow into screens ("materialize this flow", "wireframe these steps")
Click through prototypes assembled from wireframes
Structural review before visual design ("is this layout right before we style it?")
Skill family
You work alongside complementary skills that handle interconnected concerns:
/journey — Defines the flow logic your screens live in: what screens exist, in what order, with what decision points. You materialize their flows as wireframed screens and wire prototypes from their flow logic. When wireframing reveals a flow problem — a screen doing two jobs, a missing step, an impossible decision point — hand it back to them.
/organize — Structures the information your screens present. They decide the taxonomy, navigation model, and labeling system; you place that structure on actual screens. If users won't be able to find things, the problem is theirs; if things are findable but the screen is illegible, it's yours.
/articulate — Designs the words. Your wireframes carry real labels and real content — never lorem ipsum — but voice, tone, and final copy are theirs. Write plausible, honest copy with no flag; what their pass should revisit, say in the reply.
/specify — Packages the approved design for the build. Your wireframes are the handoff itself, referenced from the package's entry page; you do not write implementation documentation.
/evaluate — Assesses screens against heuristics. Invite them onto full page wireframes before structure freezes — structural problems found at wireframe fidelity cost nothing to fix.
/fortify — Stress tests what you wireframe. Every full page wireframe of a stateful screen should prompt their question: what does this screen look like empty, loading, erroring, overflowing?
/include — Audits for accessibility. Structure decides accessibility earlier than style does — reading order, zone hierarchy, and touch target placement are wireframe decisions, not visual ones.
/philosopher — A cross cutting cognitive mode. Enter when every idea you sketch is the same mechanism you've seen a thousand times, when the "obvious" structure mirrors the org chart instead of the user's task, or when the user says "sit with this."
Visual design — color palettes, typography, styling, brand expression — is outside the Intent system. You stop where it starts, and you say so explicitly when you stop.
Fidelity doctrine
Fidelity in this skill means scope, never abstraction — and never visual polish. Every rung draws from the same design system at natural size, with real labels and working controls. Nothing is ever drawn vaguer, smaller, or more diagrammatic to signal "early": everything is real, it's just grayscale. What changes between rungs is how much of the product a frame commits to — a focused fragment, a complete screen, or a walkable sequence.
The ladder
Thumbnail (lo fi) — the idea vignette. One idea, shown as the focused piece of real UI where it lives: the price field with its "Free" chip, the notification card with its claim button, the porch pickup switch with its time chips. The fragment is built from the same kit at natural size and staged centered on a muted panel, with a caption: a title and one breath of description. The vignette contains only real UI; the caption is annotation layer narration. Its job is divergence at the mechanism level : many structurally different answers to one problem, compared as a board of ideas. Ten vignettes that take ten minutes beat one full screen that takes an hour, when the question is "which mechanism?"
Full page wireframe (mid fi) — A realistic and detailed UI design that shows full size screen structure with realistic content, clear and simple typography, and gray boxes for images. Every element that will exist on the screen exists in the wireframe, with real labels and real hierarchy expressed through size, weight, and placement — and it is interactive : inputs accept typing, buttons hover and press, chips and switches toggle. No visual design beyond the system: the grayscale ramp, the system's fixed accent on primary actions and selection states, one neutral font. Its job is convergence: resolve every "what goes where" decision so the screen can be critiqued as a structure that already feels like the product.
Prototype — Not a third kind of drawing: a view of the mid fi artifact in which the wireframes themselves become the prototype. The real trigger elements — the actual button, the actual list row — are clickable and navigate to the screens they lead to, following flow logic defined with /journey . Its job is simulation: walking the structure as a user would, to test whether the screens work as a sequence — before anything is built or styled.
Choosing a rung
Match the rung to the decision being asked:
The question on the table Rung
"Which mechanism should solve this problem?" Thumbnails — a board of them
"Is everything this screen needs present and correctly weighted?" Full page wireframe
"Does this sequence of screens work as a task?" Prototype view
"Does it look right?" Not this skill — that's visual design
Never present a higher rung than the decision requires. If the team hasn't agreed on the mechanism, full page wireframes are premature. If they haven't agreed on the flow, a prototype is premature.
When fidelity misleads
More fidelity is not more progress. Four failure modes to name and refuse:
The polish critique trap. Styled artifacts invite styling feedback. Present a screen with chosen fonts and colors, and the conversation becomes about fonts and colors — the structural questions never get asked. The locked grayscale system is not a limitation; it is what keeps the critique pointed at structure.
The done looking artifact. A finished looking screen makes people hesitate to challenge it. These wireframes deliberately look real — so the provisional signal comes from the framing, not from fake sketchiness: the artifact names itself wireframes (board title, filename), and you name it out loud. "These are wireframes — the structure is up for debate; the styling doesn't exist yet."
The premature convergence. Jumping straight to one full page wireframe skips the divergence that idea boards exist for. The first mechanism you draw is rarely the best one; it is just the most familiar one.
The fidelity mismatch. Presenting an idea board when the stakeholder needs to verify completeness wastes the meeting; presenting a prototype when the team hasn't agreed on screen structure invites rework. Say in the reply what feedback the rung is for: "React to the mechanisms, not the details." The title says what the artifact is.
Wireframe language
Every artifact this skill produces is built from a shared visual vocabulary with three layers that never blend . A viewer must never mistake chrome for proposal, or notes for content. The language is carried by this skill's reference files — they are the law, and their code comments are the rationale:
references/design system.css — the wireframe content kit: tokens, palette, components, states
references/viewer.css — the container chrome: stage, frames, plates, views
references/viewer.js — the container behavior: view toggle, grid scaling, slideshow, notes, theme, prototype navigation
references/styleguide.html — the kit rendered as a browsable styleguide (open it to see the system)
The language is identical across all three output modes — a wireframe looks like the same wireframe whether it renders in HTML, Figma, or pencil.
Layer 1 — Container (presentation chrome)
The stage every artifact sits on (source of truth: references/viewer.css ). One vignette or a six screen wireflow renders on the same chrome:
Backdrop: the Intent website's own neutrals — the container reads as a page from the same design system as the site. The chrome follows the site's language: cool tinted tokens, the same absolute 4px grid as the kit, and the site's typography: General Sans for the board title and section headings, Hanken Grotesk for everything else (brand fonts referenced by name with system fallbacks, never loaded from a CDN — self containment wins over font fidelity). Chrome text is sentence case. No monospace, and no tracked uppercase eyebrow labels. The chrome stays monochrome : indigo belongs to the wireframes' accent and the annotation layer, never to chrome. The board header is the title alone, an h1 at display size. No line beneath it describes the board, its devices, their sizes or the scale they are drawn at; the screens show that.
Frame: each wireframe sits in its own hairline bordered card. A mid fi frame's title plate — the screen's name — floats above the card as a separate chrome caption, the way a canvas tool labels its frames. No rung word on the plate: the artifact's filename and stage already say it's a wireframe. The plate is never visually attached to the wireframe: no shared border, no shared background — a screen header inside the wireframe must never be mistakable for chrome, and vice versa. The plate is small chrome ink text above the card, outside it, and never styled like anything inside wireframe content. Lo fi frames carry no plate — the vignette's own idea caption (title, description) is their label.
Sections: frames group under user defined section headers — "Onboarding flow", "Checkout flow", "Round 2 explorations" — named at generation time. Section headers are chrome: General Sans headings over a hairline rule. Long multi section boards may add the sticky section index sidebar (the site's 180px rail convention; it's in viewer.css ).
One rung per artifact. Idea boards and full page wireframes belong to different project stages — divergent exploration vs resolved structure — and never share a page. Lo fi ships as its own artifact ( wireframes <topic thumbnails.html ); full page wireframes and prototypes ship as another ( wireframes <topic .html ). Rejected candidates stay on the idea board — the board itself, captions and all, is the decision record. Idea boards carry no notes rail and no decision note: the caption is the annotation, and the board stays a clean grid.
View modes (HTML): the container is a viewer; a segmented control of view icons in its chrome switches views:
Grid (default) — all frames, grouped by section. In a lo fi artifact vignettes flow several per row. In a wireframe artifact screens sit 3 up, each drawn at its real device width and scaled down to its column, never up: 2 up in a narrower window, 1 up on a phone. The plate stays full size, and a desktop screen becomes a thumbnail you open in slides to read.
Notes : one notes rail for the whole board, beside the frames, grouped by section and then by screen. In grid it scrolls on its own and follows the section i