Sketching

Design deliverable

Sketching interface concepts on paper (sketching)

Sketching is the practice of creating user interfaces as drawings, most often freehand. The designer draws the structure of the screens and shapes their design ideas while accounting for user needs and project goals. These sketches then act as a collaborative working base with the project team, and let you validate the content before moving on to wireframes. It is a real time-saver in an iterative workflow, letting you share the first directions quickly. Quantity takes priority over quality here.

What is sketching for?

  • Saving time: shaping the first directions
  • Supporting iteration: the ideal format for changing and reworking concepts at low cost
  • Stepping away from constraints: forgetting the technical side and staying focused on ideas
  • Prioritising and validating the content quickly
  • Engagement: supporting an overall understanding of the project
  • Saving money: this is the time to iterate, exchange and suggest
  • Testing quickly: a useful base for gathering initial feedback

Why use sketching?

  • Putting your ideas straight onto paper to make them concrete
  • Sketching out an overview of the user journey
  • Stepping back and thinking about interfaces differently
  • Acting as a basis for thinking and supporting iterative work
  • Adjusting and reworking the concepts at low cost

Individual sketching and co-sketching workshops

In individual ideation sketching, the designer works alone to put ideas directly onto paper or sketch an overview of the user journey. It is a good way to step back and picture the whole.

A co-sketching workshop is a collaborative approach within co-design. Sketching is used in workshops to let non-designers contribute through simple drawings, an excellent way to give workshop participants a voice. You can start from a blank sheet of paper or draw ideas over an initial interface base.

A few tips for successful sketches

You don't need to be an artist to convey your ideas through drawing. But for better understanding, it's important to make the content explicit.

01

Structuring the sketches

Define the overall interface structure with a black marker. For details, switch to a thinner pen, and underline the important elements (buttons, features and so on) with a coloured marker or a highlighter.

02

Spelling out ideas

Use the areas outside the screen to describe certain components, pointing to them with arrows. For a journey, explain the links between the steps, the actions to take, the products and services affected, and even how users feel.

03

Detailing interactions

To complete your sketches, explain possible interactions by drawing the step before and/or after, such as a popup opening when you click a button.

Frequently asked questions

A few of our case studies

Wireframe

A wireframe is a mockup describing the zones and essential components an interface should contain.

Read more about Wireframe

Storyboard

Just as in film or animation, the storyboard gives designers an overview of the process and surfaces potential problems or areas for improvement.

Read more about Storyboard

Prototype

More or less advanced animation of the screens to present a dynamic journey to users and gather feedback.

Read more about Prototype

Design sprint

The design sprint is a format, not a method, that condenses the steps from design thinking into 5 days to solve a given problem with a group.

Read more about Design sprint

Co-design

Drawing on collective intelligence, these workshops help align stakeholders and surface solutions with the project team and/or the end users.

Read more about Co-design

Zoning

Zoning is the visual representation of an interface through the placement of its simple content blocks, without detail: no text, no images.

Read more about Zoning

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