--- name: wireframe description: 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. --- 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//`. 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.