Sketchy/squiggly looking borders for early wireframes (hand-drawn, napkin sketch look)
Have the ability to set the global borders thicker and sketchy/squiggly looking. It sounds slightly ridiculous (although very true), but every time I showcased wireframes with squiggly lines at stake holder meetings/reviews/etc, people have a better tendency to understand that it's work in progress and focus more on the core issues at hand.
When the lines are straight, comments regarding spacing, type, color, copy tend more to be part of the conversation and it's a constant battle to remind people that these are still work in progress.
Going back to Balsamiq wireframes after using XD prototyping to put it bluntly is shite. But I really need the squiggly rough look to help convey ideas to customers without them feeling like they are being presented with an almost finished design.
Currently I'm taking screenshots of my balsamic wireframes and sticking them together using XD. This is not good when you need to make updates to a screen.
sketchy stroke design can be very important to differentiate the early wireframe
I surprisingly found that people reacted fine at the paper sketches but quite negatively at the Balsamiq "sketches" unless I used non-standard set of components with more defined clean lines. Prototype rather than Mock-Up type. Probably depends on country / team.
Sam Pierce Lolla commented
Low fidelity work is very important to me, but I find that using a hand-drawn typeface and sticking to black and white shapes is enough. XD is a great lo-fi prototyping tool without this feature IMO.
This is the one major obstacle for my team to adopt XD for our entire design process. We find huge value in the 'sketchy' look of Balsamiq because it helps mitigate anyone mistaking wireframes for finished designs.
Pavol Donko commented
Yeah exactly. I am using this kind of very fast "sketches" for first review of ideas with stakeholders. It's also good as reference for devs, so they immediately understand that it isn't pixel perfect design and they should reuse old stuff (this is awesome for some small things).
Second thing is when I use high fidelity prototyping tools, I tend to make it perfect and spend lot more time on it (as UX, then I move it to our visual designers anyway).