
Creation of highly interactive prototypes is quick and intuitive -unlike Invision and Figma which results in multiple unintelligible connection lines which makes interactivity unscalable.
- states, variables, and conditionals work great in combination
The whole UX design flow can be done on UXPin - from lo-fi conceptual wireframe, to hi-fi wireframe and prototype, to developer handoff files.
Layers are a lot more manageable as you don't have to deal with multiple frames.
Multiple users can work on a project simultaneously. Review collected by and hosted on G2.com.
The lack of updated and comprehensive Material UI design library. The Material UI components on UXPin is outdated.
Sometimes laggy. Review collected by and hosted on G2.com.
UXPin is a great tool that our whole team uses to prototype and map out complex manufacturing processes with our customers. On any production floor the complexity and corner cases are numerous and UXPin allows us to work together with our customers to hash out all these issues through a clear UI/UX prior to going into building/customizing complex logic and software. This toolset helps shave mountains of time off of our software customization time and is a great tool to use repeatedly for all our processes. Review collected by and hosted on G2.com.
Would be great if pricing was a bit lower as we're a small team and the costs are a bit high to use UXPin. Review collected by and hosted on G2.com.
I work on a very dynamic and plural team.
This means we need to get all the deliverables synced and updated for everybody.
UXPin simply allows doing this in a natural and automatic way.
Multiple designers (UI/UX), QAs, PMs, POs can access the file at the same time an see, in real-time, all the work being done.
They can add documentation, comments, approves, and do discovery in a seamless way.
The interactive prototypes can be done while working on the layout, by other team members.
And if you need to add conditional decision on the flux of your app/website, UXPin allows you to use variables.
Does the user is logged in? If so, goes to this way, if not, goes to this other way.
And the big triumph: the design system.
UXPin auto-create a complete design system based on your components from your layouts.
You can remove/add more instructions and elements from your design system and can share/protect the layouts, documentation, prototype, and design system with anyone.
So basically, you can do all the processes and management of your UI/UX project trough UXPin. Review collected by and hosted on G2.com.
If I can suggest something, I would like to see the possibility to work offline and integrate with other tools like Zeplin, Lucidchart, and so on. Also, it would be amazing to have documentation more structured and customized. Some features should be available on low tier plans.
You guys are doing an amazing job listening to the users. Review collected by and hosted on G2.com.
I started using UXPin in 2015 and I love that the tool keeps evolving and bringing new features over time. I think I've tried every prototyping that was in the market since 2008 and the only one that stayed with me that long was UXPin.
- Designing has been very easy, always providing updates and better ways of doing things
- I love the documentation because it allows me to document all my pages and elements while I'm working on them and I get to share them with the client.
- Revisions feature: I get to create as many revisions for my project - very helpful when clients change their minds or you want to revert back to a previous idea/feature you've done.
- Flexibility and efficiency: it's very easy for me now to prototype and design using UXPin, you can get really fast thanks to all the features they have added over the years.
- Customer Support: always fast and responsive to support with any issue you may face
- Getting feedback and getting users to view it and test it is pretty easy Review collected by and hosted on G2.com.
- connectivity is sometimes a problem. I don't feel i can rely fully on the offline tool yet, but it would be great if they enhance the current one.
- having more templates that we can use while we design (more libraries) Review collected by and hosted on G2.com.
- HTML based design with states and CSS interactions. This is the future of design. No longer do you need to create 5 different art boards to describe one interaction. Just create a component with multiple states. It's easy. It's awesome.
- The way your designs look in UXPin are the way they will look in code... because it is code. Vector tools like Sketch, Illustrator, and Figma look amazing on the mockups, but when they transition to code something is off. This is because vectors render differently straight HTML. UXPin provides the most true to production mockups.
- Custom CSS and JavaScript. Again, you're prototyping in HTML. This allows you to create rich, conditional interactions that would otherwise be nearly impossible in a vector design tool.
- Developer handoff is easier than ever. It is as simple as sharing a link and the devs have everything. Not to mention the integrated Design Pattern Library anyone can access where you can include code snippets. This was built for UX Designers.
- UXPin is built for teams. Collaboration between designers is awesome! Projects are shared with the team by default. It makes testing and design critique super easy.
- Great community. UXPin as an active community which you can find here: https://spectrum.chat/uxpin
Sometimes the questions I post are answered within minutes. Not to mention you can chat with support from the product. Super cool. Review collected by and hosted on G2.com.
- There are a lot of bugs. Which I understand considering the complexity of the product. They do a pretty good job of fixing them when reported but it can be super frustrating sometimes when I login and all my margins are changed or somehow my content has shifted by a few pixels.
- It slows down on big projects. This makes sense considering that UXPin is a web application. But if your project has too many pages expect some delays.
- Iteration is not very effective. You can only iterate by project when I really need to iterate by page. It is a real struggle at times. I have to create each new page with a version number to see my progress.
- Moving from project to project is inefficient. It takes like 10 clicks to get from one prototype to another in a different project. Not the end of the world but certainly annoying. Review collected by and hosted on G2.com.
I've used various wireframing tools over the years but none have come close to UXPin. Wireframe tools with very basic interaction just don't cut it. Wireframe tools with hotspots are just not enough. And tools where I have to use one app to create static images and another to import the images (over and over again) and then add hotspots? No way!
In UX pin, which I've been using for 5 years now, I can do all my design work (lo-fi or high fidelity) in one app. And I can add as little or as much complexity and interaction as I want. I tend to work in lo-fi, grey scale, with unpolished designs. However the interactive design I use in UX pin is quite advanced. I have modals, with tabs and dropdowns, and settings get saved and re-used in a different screen etc. I change the content of some elements depending on interactions in other elements etc. Then I can test this and see what works, and I never get it right first time. This is the beauty of fully interactive prototypes. I can really see what works, not make guesswork with static designs. And then I can obviously fully test the prototypes with other stakeholders. And then the prototype IS the documentation. I can hand this to an engineer with very little extra documentation.
UXpin also quite flexible. I mostly build and design all elements within uxpin. Sometimes I do import screengrabs from our application, and put interactive elements on top. So it works really well either way. And the UX of UXpin itself is quite good. It uses Progressive Disclosure quite well to produce a really clean UI with plenty of functionality under the hood.
The ability to have completely different states for elements, not just a button but a whole collection of elements which might contain other elements with multiple states...this is a gamechanger.
I have to admit I actually enjoy using UX Pin. Prototyping is the fun part of my job.
And finally the UXPin is always getting better, updates are regular and substantial. Review collected by and hosted on G2.com.
In a multilayered prototype, I sometimes find text hard to edit (content not format). I sometimes have to drag away from all other elements to double-click and edit. I think an "edit text content" option in the right-click menu would be useful.
One other very small thing: When I used uxpin in a browser, I could preview and quickly copy and paste url and add to a document or send to colleague. Since moving to standalone app, I find this (common) workflow a bit cumbersome. Would be nice to have a copy url button in the app preview screen. Review collected by and hosted on G2.com.
I've been personally using UXPin since its launch. An Amazing product which keeps on getting better day by day. They have listened to my feedback multiple times over twitter, responded back positively and have implemented it.
Icon libraries are available within the software, the user doesn't have to go out look for icons and waste time. Prototyping and documentation is another plus. Communication and collaboration between clients and the development team can be done easily and effectively.
Transferring of elements from one responsive version to another automatically helps a lot. As this avoids unnecessary copy-pasting.
I wish them all the very best! Review collected by and hosted on G2.com.
The only thing I'm waiting for UXPin to implement is complete Offline Tool. Review collected by and hosted on G2.com.
The most intuitive and powerful prototyping program I've ever tried--UXpin has completely changed the way my creative team works. We're able to give high fidelity prototypes to clients and make edits quickly without compromising the rest of the design. Best of all, hand-off between designer and the dev team have gotten 1000% better. Our devs get much more accurate info than they would from a Photoshop doc, and they can download brand styles, images, and svgs directly from the prototype. Review collected by and hosted on G2.com.
I still find the occasional bug, but the UXpin team is constantly making updates and improving the product. Review collected by and hosted on G2.com.
UXPin is extremely powerful for creating high-fidelity prototypes without the need to know coding. I could mimic the functionality I needed perfectly. I also like that both their web-based version and the desktop versions (both macOS and PC) have the same feature set. The performance never suffered regardless of the platform I was using.
Besides the functionality, I'm also impressed by the responsiveness of the Support team. Every time I needed assistance in creating something, they'd respond within an hour or so with a custom video showing me exactly the steps I need to follow. That demonstrates their commitment to customers. Review collected by and hosted on G2.com.
I'd like to see more form control types such as a multi-select control used for Semantic UI (e.g., seeing multiple "pills" selected). I was able to build it (again showing the robustness of the tool), but I'd have saved lots of time if that was available. I would also like to see a drag-and-drop feature but their gaps aren't what I consider critical. Review collected by and hosted on G2.com.
(1) It's easy to learn
The system itself is intuitive and improvements/new features released are easily learnt and applied to projects as I prototype. Likewise, for reviews and handovers, it is intuitive enough for colleagues from other teams to insert comments on UXPin or need to access images and specs without the need for training
(2) Helps me keep track of discussions/comments/iteration
Features like comments and iteration history helps me keep track of design reviews and versioning
(3) Gold standard support and content to complement UXPin use
(4) Fosters collaboration
Across projects, teams and customers from research all the way to handover Review collected by and hosted on G2.com.
I think my level of mastery, knowledge and time is the limiting factor to maximising the value of UXPin. Am interested in utilising some of the other features available as they hold much promise. What I would love is more how-tos or case studies of real life users to learn from. Review collected by and hosted on G2.com.
UXPin is a fantastic tool which is invaluable to my workflow. It helps me communicate fast and effectively within the business to get support, sign-off and handovers of our testing and projects.
I spend most of my time in UXPin designing and prototyping and have completely abandoned flat static mockup designs. Communication with stakeholders is easily shared through the browser and direct feedback is simple via comments straight onto the design. Hand-offs to the dev team are a much smoother process; where designs can be inspected in spec mode; all elements and properties can easily be viewed such as colours, font sizes, padding etc. Adding customised field specification for HTML, CSS and JavaScript, as well as documentation for the design is simple.
With the constant development from UXPin, they are starting to close the gap between design and development. It certainly has freed up more time to spend on design.
Review collected by and hosted on G2.com.
Embedding video isn't available, but generally, I just throw in a screengrab to get around this issue.
(UXPin now have this available with controls, and also includes audio) Review collected by and hosted on G2.com.
Uxpin is easy to organize different brand instructions and nice way to organize when building a design system. Review collected by and hosted on G2.com.
They should allow you to upload pdfs and other materials - why not make this a full DAM system? Currently it really is UX and strictly web. Review collected by and hosted on G2.com.
I love the fact that I can prototype any kind of interaction I can think of with hi-fi graphics so that my dev team can experience the exact user interaction I'm designing along with the exact specs for HTML/CSS so I don't have to hand-write long annotations. I also love that I can easily pull blocks from my design system so that I have consistency throughout my comps. I think the UI is incredibly intuitive as well. I've been working in Photoshop for 20 years and I felt like it was easier to learn UXPin than Adobe XD. Review collected by and hosted on G2.com.
I can't really think of anything I dislike. Navigating through all of my experiences and the iterations therein couldn't be easier. Compared to other prototyping tools, I love that sharing with external resources is easy and doesn't require signing in/up. Review collected by and hosted on G2.com.
I think I like the convenience of having pre-built items, like text fields, dropdowns, buttons, etc. for my wireframing work. It is a lot easier to just take an existing item (that has small interactions already built into some) and place it where I want it and later I can adjust the styling for it without making anything new.
I also just like that it is not just aimed at visual design. I can do a lot of my UX work in UXPin because it has prototyping, documentation, developer hand-off, etc. It is the best product out there in my opinion if you do UX work. Sketch and the others are great for visual design, but require a lot more time in order to do other UX focused things.
I think one of the most useful features is the accessibility option. That is the number on thing people will forget in design work for the web, but sometimes one of the most important things to remember. UXPin has an option you can just turn on and every time you put text on anything it will tell you if there is enough contrast or not! Review collected by and hosted on G2.com.
There is not a lot that I dislike about UXPin, but i think the original learning curve was a smidge more than I was used to coming from sketch. But if you came from say Axure or InVision Studio, it is a breeze because it is still familiar and easy to understand (not that Axure and Studio are not they just require a good amount of learning to get going and be good at using the tool).
Sometimes I wish there were features that would make the prototyping a little more advanced so I would not have to use another tool, like Axure. But for the most part the prototyping is quite advanced compared to most other tools. Review collected by and hosted on G2.com.
No need to integrate coding, but still generate basic CSS for developers. The perfect tool for designers who just want to focus on the UI/UX but still want to work on last technologies and impressed colleagues. Also, the QR code to preview on mobile phones works perfectly. I learned the tool in a day (very intuitive). Review collected by and hosted on G2.com.
The work is auto-saved but the fact that we cannot push on a button "save" is disconcerting, I always think that I will loose work (what is not the case). I would appreciate to get more material design for web browsers as I could essentially find UI material for mobile apps. Review collected by and hosted on G2.com.
1. Library of basic elements, icons, mobile UI kits, dummy data. Custom libraries.
2. Preview mode and all it's features.
3. Adaptive views and breakpoints.
4. The design looks just like it would look in the real app.
5. Documentation tab
6. Variables and conditions
7. Accessibility checker
8. Possibility to save and share iterations
9. Brilliant support (wasn't sure if I should place this to the first place) Review collected by and hosted on G2.com.
1. Canvas height can't be different on different pages.
2. Advanced animations are very confusing. With that said, I also can't export a page in a proper format for AE (layers in a PDF are generated badly).
3. Absence of a pixel grid.
4. Can't use the layout grid due to the fact that it doesn't occupy the full width and aligned to the left side. Weird.
5. Masking with shapes. Not sure if it works/there. Ovals and rectangles can't be converted to svg/shape.
6. There is still no proper assets export.
7. Hotspots can't be hidden/disregarded while editing the design.
8. Fickle bugs, rarely but happened to me, which led to work loss. For example, a bunch of elements disappeared, or everything is moved to X:0, Y:0 position on the page. Review collected by and hosted on G2.com.
I like best that the product offers a lot of features for mapping out different types of wireframes that are out of the box and don't need to be manually hacked together to replicate a feature. Review collected by and hosted on G2.com.
I find the web version of the tool to be buggier and slower to load than the desktop application. I also wish it was easier to annotate and comment on wireframe screens. Review collected by and hosted on G2.com.
The support is top notch and very responsive. The listen to their users and are constantly improving and adding features. Review collected by and hosted on G2.com.
The challenge with improving something is you sometimes have to change how it works, which can be a little challenge when you first go to something that you've done dozens of times before, only now the lever is on the left. But I'll take that little challenge to have a tool that just keeps getting better and better. Review collected by and hosted on G2.com.
It's super easy to get started and learn, especially coming from adobe and other UX tools like Sketch, Figma, etc, and the components library has made my life really easy. I love the collaborative aspect and the fact that it's web-based as well, so I can log in anywhere with Wifi and pick up where I left off. Review collected by and hosted on G2.com.
This could be a result of me being a newbie to the tool, but I found some of the design system features and components library to be hard to edit or navigate in the actual design systems interface. Not being able to add in type styles in design systems unless you did it in the edit view felt weird especially after being able to add colors via hex codes directly into the design system. It'd also be cool to be able to make stuff like spacing and layout scaling systems to go right into the design systems -- might be an enhancement down the road.
In addition when I click to select an element often it will shift a pixel or two, which is a huge pain if I've taken the time to line everything up already. Review collected by and hosted on G2.com.
1. Variety of icons and design libraries
2. Web-Application - Cloud - comment and team and client collaboration options
3. Professional UI, feels premium
4. The Crazy On-Going Development almost every month ranging from complex features such as component builder all the way to Keyboard-shortcuts Review collected by and hosted on G2.com.
1. That I don't have an "Artboard", this would be much much much more professional to use than a single page view - especially when you are trying to make multiple scenarios of one mobile-screen-design for example.
2. In Preview mode if you zoom-in-out based on your monitor size, it resets on every page click. so iretating - it can also have an option to fit-screen!
3. No mobile access :(. Sometimes I just need to check and sends link to colleagues!
4. Exporting mobile designs using Mobile-Frame-Options doesn't add the frame to the exported file! Review collected by and hosted on G2.com.
The ease of use, and 'snapping' to elements boundaries / positions gets you to move quickly with this tool. Also the libraries have a lot of stuff to offer for direct use. Also the fact that clients can place comments live is a real benefit. Review collected by and hosted on G2.com.
Not much that I dislike about the platform. We use it for UX and UI design of websites and applications. I once tried to make background video's and used a gif in the end. Also more possibilities to use custom css or css3 would be great to have. That might be things I would like to have as a Uxpin user. Review collected by and hosted on G2.com.
My favorite things about UXPin are the ability to create a Design System and symbols which really speeds up the process. Also, the documentation and comments, as well as spec mode, make it extremely easy to hand off to developers. Review collected by and hosted on G2.com.
The only small downfall is an occasional bug when mockups display in some browsers. Review collected by and hosted on G2.com.