Marvel vs. UXPin

Overview
ProductRatingMost Used ByProduct SummaryStarting Price
Marvel
Score 9.0 out of 10
N/A
Marvel is a prototyping and wireframing app.N/A
UXPin
Score 7.9 out of 10
N/A
UXPin is a UX design platform with wireframing, prototyping and interactive mockup features.N/A
Pricing
MarvelUXPin
Editions & Modules
No answers on this topic
No answers on this topic
Offerings
Pricing Offerings
MarvelUXPin
Free Trial
NoNo
Free/Freemium Version
NoNo
Premium Consulting/Integration Services
NoNo
Entry-level Setup FeeNo setup feeNo setup fee
Additional Details
More Pricing Information
Community Pulse
MarvelUXPin
Considered Both Products
Marvel
Chose Marvel
The managment selected Marvel, the users selected Figma. Thus, we work on Marvel and we have issues with the UX of our apps because of that. Figma enable to zoom out and easily design across several screens. It enables component that have a behaviour in one screen. Figma is a …
Chose Marvel
In some works, I prefer to use InVision than Marvel for high fidelity prototypes, as there is a wide variety of interactions and micro-interactions available, but still, I use marvel a lot for quick prototyping. It also uses Figma a lot for high-fidelity prototypes. The …
Chose Marvel
Marvel isn’t the most robust prototyping tool, but its simplicity is what makes the tool rise to the top when it comes to creating quick, simple prototypes to elicit feedback on designs and iterate upon them. While tools like InVision and Axure provide many tools to make more …
Chose Marvel
Ultimately, InVision was just a better fit for our company's needs. It's probably faster to create prototypes using Marvel, but InVision's collaboration features (comments, notes, etc.) are much more robust, which was helpful for our large team spread across multiple …
Chose Marvel
Marvel creates prototypes much faster than InVision. Both tools use global hotspots---a global hotspot is a linked area which is visible on multiple screens. Marvel has a better UX for setting up new hotspots. Marvel asks only necessary questions, does not interrupt the flow, …
Chose Marvel
Marvel has replaces InVision for me in terms of quick prototyping for high-fidelity mockups. There is a greater variety of interactions, especially between screens, and overall it seems to just have a sleeker feels. I still use Principle over Marvel for more detailed …
Chose Marvel
Marvel is a very competitive product as compare to all these other products, but the products I have mentioned, mostly are paid application except for Vectr. Considering the amount of features you get and quality of the application for free is awesome and that is why I …
UXPin
Chose UXPin
Adobe XD is so much more than UXPin, with Adobe Cloud you can easily share designs as well. We used Adobe XD before changing to UXPin. At first UXPin seems so advanced and helpful, but don't get fooled. You're heavily limited in the long run, and after all the training and …
Chose UXPin
The first thing I’ll say is the learning curve is way lighter on UXPin. Also UXPin updates their app, and performance routinely and adds new features based on community needs. It’s the first web-based tool that outputs code rendered in the browser from a design created in a …
Chose UXPin
Marvel was great for helping to define app flows and apply app designs to give our clients a better visual of how their apps would flow and work in order to assist with UX. However, we needed something a bit more robust. We weren't just looking for something that was pretty. We …
Chose UXPin
There are definitely pros to these other tools, but UXPin gains a significant edge by providing tools to perform several significant steps of the design workflow in one place. For instance, we could wireframe in LucidChart, prototype in Marvel, then manually perform user …
Chose UXPin
Quick to prototype, easy to share, multiple devices, fully responsive breakpoints, export CSS, publishing from the tool, Photoshop integration. Has a fairly easy to use interface when compared to InVision and quite easy to integrate with other tools and collaboration solutions …
Chose UXPin
Between UXPin and Balsamiq, I think UXPin gives you better control over the designs and iterations. UXPin seems to continuously iterate on their own product to make it better. I like how UXPin fits in nicely with my workflow.
Chose UXPin
Previously I did wireframes in Illustrator, but I find UXPin faster and more helpful to use because of their libraries.
Chose UXPin
We'd been using Adobe Photoshop for our high fidelity wireframes up until now. Photoshop is a great tool (one of my favorites!), however, UXPin is allowing us to provide living, breathing, interactive wireframes/prototypes that really help us communicate with our engineers and …
Chose UXPin
I went through several tools trying to find something that was easy to use and made me faster. Visio was such a pain at creating something reusable to make me faster, too much building. Axure and Balsamiq looked like great options but were too cumbersome for my needs and I …
Chose UXPin
I use UXPin to wireframe, and Invision to present mockups. They both have their strengths and weaknesses, which is why I use neither program for both.
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MarvelUXPin
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User Ratings
MarvelUXPin
Likelihood to Recommend
5.1
(0 ratings)
2.1
(0 ratings)
Likelihood to Renew
-
(0 ratings)
10.0
(0 ratings)
Support Rating
-
(0 ratings)
10.0
(0 ratings)
User Testimonials
MarvelUXPin
Likelihood to Recommend
The best Marvel scenario is when you have an application that has different navigability options, and it is a long project. Marvel works to design these applications, as well as give a demo in the design to present it to customers and visualize how your application will be on the client side. This is an advantage for the whole team because the client knows what to expect, and the developer know what to develop. I also appreciate the logical order between options and navigation, which allows you to carry everything out very cleanly when working. Now, if there are projects that are short and do not have a level of design that requires you to present your application to a client in a visual way, it is not necessary to work on Marvel, since the ideal use of this application is to really see the scope of a project, to see in a visual way what will be presented and how it will look, and to see functions and features that will be available in some way when the application is developed. That is the great advantage of using marvel.
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If you're a very simple designer, with very simple requirements UXPin is very good, especially because you can share the designs very easily. If you are an advanced designer with specific client requirements never use UXPin. Don't even get started because you will waste your time. Example is their component feature, it has a lot, but misses very crucial aspects to be functional on a broader scale.
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Pros
  • Extremely intuitive and clean interface. The design is beautiful and simple to navigate.
  • The links are easy to share and allowed our teams to collaborate (leave comments, annotate, etc.) designs.
  • It's very fast and easy to create simple prototypes.
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  • Collaboration with teammates.
  • Rapid prototyping.
  • Design Systems.
  • JSON File for content importing.
  • Bulk editing via library components.
  • Interactions, and micro UX.
  • Sharing and requesting feedback.
  • Version branching.
  • Spec mode for developers (access to assets).
  • Automatically produced visual style guide with fonts, colors, and imported assets.
  • Imports from sketch while keeping the shapes, colors, and fonts fully editable.
  • Boolean Pen (bezzier pen) for vector drawing, and pathfinder.
  • Annotation capability via documentation mode.
  • Password protect prototypes.
  • Upload custom fonts (enterprise, or Pro version is key imho).
  • 1,000s of built in icons (iOS, Android, Font Awesome etc).
  • Prebuilt design component libraries (Material Design, Booptstrap, iOS).
  • Video tutorials in-app.
  • Moderate learning curve - UI is familiar, and customizable.
  • Copy/paste interactions, and element properties.
  • Canvas properties (grids, adaptive screen sizes, scrolling).
  • Asynchronous Spell check.
  • UXPin's customer support is top tier.
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Cons
  • Would never hurt to have a greater range of micro-interactions!
  • A greater range of project frames/devices
  • I would like to see an easier way to demonstrate responsiveness to clients, rather than having to have separate mockup files
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  • Sometimes, it can be a bit buggy and slow if the prototype is complex with dozens of layers.
  • The learning curve can be steep the first time you use it. Or, if you haven't used the app for awhile; I sometimes need to relearn it if I haven't used it for a month or so.
  • The loading times can be quite slow where a page gets stuck. It would be great if this didn't happen.
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Likelihood to Renew
No answers on this topic
We'll definitely continue to use UXPin. Right now it provides us with everything we need in order to deliver quality projects to our clients. If at any point in time, UXPin doesn't provide us with what we need, we'll start vetting other software out there that may be similar. My guess is that UXPin will continue to make updates and improvements so we'll likely stick with it for quite some time.
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Support Rating
No answers on this topic
As far as I know, my teams have only had to use the UXPin support once. The experience went really well. We just needed a bit of assistance with using the Documentation feature. UXPin's support was quick and helped my team in a matter of minutes. We will definitely reach out to their support without hesitation in the future.
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Alternatives Considered
Marvel isn’t the most robust prototyping tool, but its simplicity is what makes the tool rise to the top when it comes to creating quick, simple prototypes to elicit feedback on designs and iterate upon them. While tools like InVision and Axure provide many tools to make more realistic, animation-heavy designs, Marvel is a go-to for a simple interface that enables designers to “just design.” Sometimes it is not necessary to have all of the bells and whistles of a stronger tool, particularly when a designer is low on time. Marvel’s simplicity allows designers to quickly design and iterate in time crunches without the distractions of fancy bells and whistles.
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I went through several tools trying to find something that was easy to use and made me faster. Visio was such a pain at creating something reusable to make me faster, too much building. Axure and Balsamiq looked like great options but were too cumbersome for my needs and I couldn't get to the live link fast enough. Moqups was my first choice before I heard about UXPin. I switched to UXPin because the had more built in features, more icons and just an overall better and more usable interface that appealed to my design side.
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Return on Investment
  • Creating prototypes of applications, or sites in marvel, guarantees me a considerable return, as it saves time and effort, because the client is quickly introduced to the various stages of prototyping, which avoids rework.
  • Another plus point, it's free!
  • No need to download programs, it's all done online.
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  • Saving money by using one tool for lo-fi wireframing, high fidelity wireframing, prototyping, and user testing, rather than four separate tools.
  • The ability to create and use team libraries enables us to create visually consistent designs with less effort than creating every single design from scratch, which allows us to save considerable time (and therefore money!)
  • In-platform collaboration saves our team a lot of time and energy. With everything in one place (wireframes, prototypes, user feedback, collaboration comments), we can all be on the same page about the design workflow and pinpoint discussion points that are based on up-to-date designs.
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ScreenShots