quality and quantity of templates - most often you are offered a wide variety of items on which to place your logo.
make sure that when you save the template, it will be in PSD format, not JPEG.
decide on the number of objects you will use to represent your brand.
Pay attention to the overall style of the photos of the objects, sometimes minimalism can show the essence of your product much better.
free or paid mocaps? many designers advise to buy templates, as they are more interesting and give more freedom for imagination.
Usability of interface: most of the online designers aimed at creating mocaps are very easy to use, but may have limited functionality, depending on the service. Universal design platforms can offer a much wider variety of options for creating a mocap and supplementing it with other branding elements.
A paid plan usually provides access to all the necessary tools, but it rather depends on their price and your choice.
Mockups are usually filled with visual details (color, typography, etc.) and are usually static. Already by looking at a mockup, you will have a clear idea of how the final product will look, as well as a rough version of its functionality (even if some features are not yet working). A mockup can be compared to a high-quality visual of the draft design.
Wireframes, mockups, and prototypes-what's the difference?
Going back to the basics, before an app or website can be created, it needs to go through three preliminary phases. They allow the team, and sometimes a few selected users, to test the look, structure and functionality before the product is released. Ideally, these preliminary phases will resolve any issues that arise while they are minimal and tweak the design so that it clearly and correctly conveys your message. Regardless, phases are often confused with each other.
Wireframes are low-impact, wireframe drawings, usually presented as gray boxes or fillers with detailed content. Their purpose is to establish exactly what goes where, without consuming significant resources on the aesthetic aspect. A good wyrframe can show:
how the content is grouped together
how the information is structured
The most basic visuals used for UI interaction
The main purpose of a Wireframe is to map the site to the entire team, how it will be designed.
MoCaps are most often the appearance of a product, which shows the basic features of its functionality. MoCaps are usually filled with visual details(color, typography, etc.) and are usually static. Having already looked at a mockup, you'll have a clear idea of what the final product will look like, as well as a rough draft of its functionality (even if some features don't work yet). A mockup can be compared to a high-quality visual of the draft design.
Wireframes lay the groundwork, while mocaps add the visuals. While mocaps extend the overall focus of the Wireframes and organize the team's clear vision of the final product, they have the added benefit of their superior visuals.
Whereas the Wireframes are visually poor, mocaps are closer to the final version of the product's appearance, although they do not have the full functionality, which, later on, will already be finalized in the prototype phase.
Essentially, a mocap is a bridge between a Wireframe and a prototype.
The prototype is the end of the initial phase, can be a high or low representation of the product, which includes the functionality already worked out. In addition to the information structure and visualizations of the previous phases, it introduces more depth to the early UI, giving users the opportunity to
get a feel for how the product works
interact with the UI just as they would with a complete product
Anticipate and resolve usage issues before proceeding further
When it comes to finding fidelity in prototype functionality, it's worth remembering to bring it as close as possible to the final product representation without expending unnecessary development resources. A highly accurate prototype should be one step ahead of the finished product, it should function as close to the final version as possible.
So, high-fidelity or low-fidelity design of a wyrframe or mocap plays a major role.
But what's the difference in them? There are "two camps" - some people see the mocap as a variant of the finished product (high quality), while others see it as a transitional phase (medium quality).
Now that we've figured out what mocaps are, it's worth digging deeper into how to create them and what solutions are best suited for them.
There are many ways to support and create mocaps. It's true that there is no single best way, depending on the designer's UI or UX, style preferences and design processes. Some may work better than others.
Most solutions online make the process of creating a mocap as simple as possible so you can focus solely on stylistic decisions and less on functionality. Both experts and beginners feel most comfortable with mocap tools, while beginners prefer ease of use and experts appreciate design patterns that are specifically prepared for their needs.
There are different solutions for creating mocaps. There are those that focus more on functionality than design (but are suitable for wyrmframes and mocaps), but at the same time, they are limited to low-end designs. Regardless, they can be useful enough to quickly create low-profile wyrmframes. When it comes to mocap tools, many of them are more focused on warframing than real mocaps.