UXPin is a cloud-based prototyping platform to create and visualize interactive designs. It is a powerful design tool with bundle of built-in user interface libraries. It allows the user to prototype using built-in interactions and animations.In addition, you can customize the elements by using CSS code. This software supports seamless collaboration that allows co-design in the same prototype, which brings the client into the process in order to comment directly on the elements. In addition, it provides flexible workflow that turns photoshop design into prototypes. Since it preserves all photoshop and sketch layers there is no need for you to rebuild your prototype.
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Pay annually and Save 10% in all plans
Great starting point for individuals working on web and mobile products.
Starter Plan Features
For all Plans, Price is VAT exclusive. For customers in the EU, a VAT will be added unless a valid EU VAT code is provided.
Individual and small teams working on advanced web and mobile products.
Advanced Plan Features
The most powerful design platform. Ideal for teams working on achieving maximum efficiency
Systems Plan Features
Disclaimer: The pricing details were last updated on 12/04/2018 from the vendor website and may be different from actual. Please confirm with the vendor website before purchasing.
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.
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.
Uxpin really impacted our work in the way that we don't work with psd's for design anymore. We design everything in Uxpin and our developers can work with it really easy. In the future we will look at more integration through Slack and maybe other stuff we use.
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.
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.
Definitely do your homework to find out if UXPin improves your workflow, but be sure to dive in and try some of the advanced interactions as those will make your life so much easier when building an experience that you'd like your stakeholders and dev team to see.
We're definitely solving the lack of UI consistency issue throughout our site by building and adhering to the design systems and we're also making communication with our offshore dev team so much easier since they can check in on the same design day-after-day for edits and updates and don't have to wait for comps to be emailed or cycled somehow. Along with comments, it's really enhancing the workflow for everyone.
I like how easy UXPin is to use and share with others.
I don't think there is anything that I dislike about UXPin.
It easy to show my team what we need to create, including the interactions.
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)
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.
I find UXpin convenient especially for wireframing/prototyping and also for the design of web apps with aren't sophisticated in terms of graphics. Despite all the things I wrote I dislike, I love this tool. However, when it comes to icons, more or less complex graphics and page transitions, I prefer something else.
What's important is that they constantly improve and UXpin today and, for example, 1-2 years ago are very different. In a better way, of course. So keep it up, guys!
Not a month goes by where the UXPin team doesn't integrate some new, incredible feature for their tool. Once they incorporated dummy data on the fly, UXPin easily became the most time-saving tool in my arsenal.
The only challenge is how to manage states and animations. It's wise to keep those interactions simple until your user testing is complete.
Get it. Use it. You will not regret it.
I work for a large health system. We are using UXPin to prototype and test UI's for medical apps used by both doctors and patients. The ability for teams and stakeholders to comment and collaborate is unprecedented.
The spirit of the team behind UX PIN, their response is very helpful timely and positive, even though my main problems are not being solved the response was very positive
Features for handling interactivity in video are still very limited, our company specialises in interactive video and we need that videos play in full screen and are rendered on all devices we test, android and iOS. I disliked that the project i made while using the trial was deleted after the trial expired so i couldn't continue working on it if i had bought a licence. I got a licence extension which was great but the work I had done before was gone so i had to rebuild the project
Working with video assets is at the moment quite limited
Video is difficult to work with, it's really inconvenient to work with video as links and not to be able to just have them directly inside the software. I hope they keep working on making the video features available. It's also a great benefit that the collaborative features work very well.
It seems that major new features are being released on an almost weekly basis. They also recently started using an online forum for users to get help, request features, or notify them of bugs. The staff are very active (including the CEO) and extremely helpful when resolving issues and very transparent about new features coming on their roadmap.
There are some elements that currently lack advanced functionality and others that have advanced functionality, but aren't the easiest to figure out how to use.
I have been creating fully interactive prototypes to test product concepts with my team. Sometimes, as we interact with them, we realize we need to tweak some things before we begin actually developing them.
It has the simplicity of Balsamiq, but allows for much higher fidelity mockups. It's very similar to Sketch, but much easier to use. It's my go-to tool for low-interaction designs or when I need pixel-level UI for technical specs.
It can be buggy at times, but the problems are generally minor and correct with a refresh. I'm still not sure the right way to organize all my prototypes, but I do have a ton of them. I'd love to see better table support, and some way to create a library of custom/compound objects. I was going to say that there's no documentation that I could find, but I just went back and found a tiny little ? button in the bottom corner that I hadn't noticed before. That's pretty typical for UXPin: yes, it usually has what I'm looking for, but the UI is so minimal that it can be a bit of a treasure hunt to find it.
It's the fastest, easiest way I've found to express a non-prototype design. I can create create semi-interactive UX previews to share with customers, and take screenshots for to-the-pixel specs.
Ease of use. The tools are readily available and easy to find. I love the library of elements and the Interactions make some interactivity easy enough to mimic.
It would be nice to have a marquee zoom feature. Also, sometimes boxes resize or size oddly in Safari.
It does a much better job of explaining a solution than I ever could. Giving the client the ability to walk through their site completely, without the expense of going through the entire design and writing process, saves us loads of time and money.
I really liked the color contrast checker for accessibility and the ability to add basic animations. The design library with icons and color palettes was super useful.
The layer management is a major pain, the snapping tool is inaccurate which has caused major headaches. Lastly, it's incredibly laggy. I ended up having to switch tools in the middle of a project because of these problems.
I would Recommend Figma for UI prototyping and Webflow for site prototypes