Sketches in UX/UI Design

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What are Sketches in UX/UI Design?

Sketches are preliminary, hand-drawn representations of a user experience—including user research outcomes, user interfaces and interactions. They serve as a quick and cost-effective way to explore design concepts and communicate ideas before investing time and resources into more detailed wireframes or prototypes. Sketches are typically rough and informal, emphasizing the conceptual over the precise which allows designers to iterate rapidly and gather feedback early in the design process.  

In this video, Designer, Teacher and Illustrator, Mike Rohde describes using five basic shapes to simplify sketching and focus on conveying ideas rather than creating art. 

Transcript
 

Why Are Sketches Important in UX Design?  

Sketches act as a visual bridge, fostering a shared understanding among stakeholders by providing a tangible representation of design ideas. They encourage collaboration, spark conversations, and facilitate early decision-making by allowing for quick exploration and identification of potential issues or opportunities. Additionally, sketches serve as a powerful tool for building consensus and showcasing a designer's problem-solving approach, ultimately leading to a more efficient and effective design process. 

What’s more, sketching demonstrates how UX designers think, approach problem-solving and illustrate their design process. Designers should always show how they arrived at a solution—hiring managers and clients don’t just want to see the final result, they want to see how a designer got there.  

A screenshot from an IxDF Master Class webinar that shows Mike Rohde sketching a website on paper.

© Mike Rohde and Interaction Design Foundation, CC BY-SA 4.0

When designers show their abilities and unique thought process through sketches, they distinguish themself from other designers—a key factor in getting hired for a fulltime job or freelance project.   

Sketches act as discussion points too—particularly useful in interviews as they provide insight into the designer’s process. 

How to Sketch for Success: Practical Techniques 

Simplify the Sketching Process 

Sketching is for everyone—not just for people who are artistic. Everyone has the ability to communicate their ideas visually. To get started, use five basic shapes—circle, square/rectangle, triangle, line and dot—to simplify the process. Early concept sketches, wireframes, user flows and more can all be created with just these basic shapes. 

A sketch of a mobile wireframe, created with pen and paper

© Interaction Design Foundation, CC BY-SA 4.0

Pen to Paper: How to Start Sketching  

  1. Start small: Begin with thumbnail sketches to quickly explore ideas. These small sketches can help iterate rapidly without worrying about details. 

  1. Use a light touch: Light, quick strokes help keep sketches loose and make it easier to iterate. 

  1. Layer drawings: Consider using tracing paper or digital layers to refine sketches without losing the original ideas. 

  1. Focus on the key elements: Don’t get bogged down in details; focus on the main components and layout of the design. 

  1. Incorporate feedback: Share your sketches with team members or stakeholders early to get input and iterate based on their feedback. 

What to Sketch 

Sketches can be used for a wide variety of applications—-the entire design process can be sketched out. These sketches do not have to be perfect or particularly neat, as long as they’re legible (to both the designer and the reviewer!). Here are some examples of how the design process can be illustrated, according to different phases:  

Discovery Phase 

  • Concept sketches: Start with concept sketches like a mindmap—this captures ideas and thinking. Concept sketches can also include the rough layout, feature ideas or interactions of a design.  

  • Empathy maps: Gain a deeper understanding of user’s emotions, thoughts and behaviors with a hand drawn diagram. 

Definition Phase 

  • Persona sketches: These visualize user personas and help to understand their needs, goals and pain points.  

  • User flow diagrams: Map out the user journey of the product—for example, a flowchart will depict the steps a user takes to complete a task, showing decision points and possible paths.   

Ideation Phase 

  • Storyboards: These types of sketches can effectively portray the narrative element of a design, whether it’s for a particular interaction or the entire user journey.  

    A storyboard sketch in a notebook

    © Interaction Design Foundation, CC BY-SA 4.0

  •  Low-fidelity wireframes: Outline the basic structure and layout of an interface, showing the placement of important elements like headers, navigation etc. 

Prototyping Phase 

  • UI Elements: Illustrate the individual components of a User Interface (UI) in detail. Sketch buttons, icons, menus and more.  

  • Mid-Fidelity Wireframes: Refine a layout of a design, including more details like text, images and buttons.  

Testing and Iteration Phase 

  • Paper prototypes: While still rudimentary, these can create basic representations of interactive elements and screen transitions for user testing.  

  • High-fidelity wireframes: Detail a final design that closely resembles the product before moving on to digital tools or development.

    A sketched wireframe of a mobile app, coloured in and with annotations.

    © Interaction Design Foundation, CC BY-SA 4.0

Add Value and Enhance Clarity: Annotate and Document Sketches 

Annotations on sketches—essentially sketches with notes or vice versa, also referred to as sketchnotes or sketchnoting—explain and clarify design decisions and thought processes. Annotations transform raw sketches into a comprehensive narrative, facilitating better communication and collaboration. When a designer annotates their sketches, it becomes more informative and the reader will gain a deeper understanding of the designer’s approach.  

 In the next video, Mike Rohde explains what sketchnotes are. 

Transcript
 

Documentation, on the other hand, serves as a detailed record of the design process, including user research findings, design iterations, usability testing results, and final design specifications. This comprehensive approach ensures that every phase of the design process is transparent and traceable. Effective documentation supports the rationale for design choices, making it easier to revisit and refine designs as needed. It also provides a valuable reference for future projects and helps maintain consistency and quality in design work. Meticulous annotation and documentation are a sure-fire way to demonstrate a designer’s professionalism, thoroughness, credibility and creativity—ultimately enhancing the effectiveness of their design portfolio. 

How to Use Sketches to Elevate a Design Portfolio 

“It’s not the destination, it’s the journey” 

—Ralph Waldo Emerson. American Philosopher 

 As the well-known saying goes, it’s not just about the final solution, it’s about the design journey. Hiring managers, recruiters, clients and anyone who may look at a UX design portfolio wants to see a designer's thought process and creative problem-solving skills—not just the finished product. Sketches are one of the most effective means of communicating ideas, methods and skills—they provide a visual narrative that showcases how ideas evolve from initial concepts to refined solutions. A successful portfolio should highlight a designer's ability to iterate, improve based on feedback and reveal the journey of design decisions—sketches offer a transparent view into the reasoning behind each choice. This not only differentiates the designer from others by showcasing a clear, hands-on approach but also engages potential employers or clients by illustrating the depth and thoroughness of the design process. 

In this video, Mike Rohde, explains why sketches and the sketching process should be included in a design portfolio.

Transcript

Case studies are an integral part of a UX design portfolio—including sketches is necessary to successfully illustrate the steps taken in each design project. They mustn’t be added simply for the sake of it, sketches must communicate a designer’s thought process, the progression of ideas and the iterative steps taken to refine designs. The more detailed the better—a high level of detail will showcase the designer's skills and also build credibility and trust with potential employers or clients. 

 What’s more, sketches add an element of authenticity and relatability to a portfolio. They humanize the designer, making the design process more approachable and understandable. A portfolio enriched with sketches effectively tells a compelling story, which makes the designer's work more memorable and impactful.  

Questions About Sketch?
We've Got Answers!

How can I improve my sketching skills for UI/UX design?

To improve your sketching skills for UI/UX design, practice regularly and focus on the fundamentals of drawing, such as lines, shapes, and shading. Study design principles and analyze existing designs to understand what makes them effective. Use tools like sketchbooks and pens to practice your hand-drawing skills, and digital tools. 

Learn more about how to improve your sketching skills in our Master Classes with Mike Rohde: 

How to Elevate Your Portfolio: Sketching Your Design Process

Transcript
 

How to Become a Visual Thinker With Sketchnoting

Transcript
 

What are some essential tools for digital sketching?

Essential tools for digital sketching include: 

  • Graphic tablets (e.g., Wacom, Huion). 

  • Stylus pens (e.g., Apple Pencil, Surface Pen). 

  • Design software (e.g., Sketch, Figma). 

  • Prototyping tools (e.g., InVision, Marvel). 

Learn more about sketching in our Master Classes with Mike Rohde: 

How do sketches contribute to the ideation phase of design?

Sketches contribute to the ideation phase by allowing designers to quickly visualize and iterate on ideas. They help in brainstorming sessions, facilitate communication among team members, and provide a tangible way to explore different design concepts before committing to detailed prototypes. 

Learn more about sketching for ideation in the article Learn How to Use Sketching as an Ideation Method

What are some well-regarded books on sketching for UX design?
  • Buxton, B. (2010). Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann. 

  • Garrett, J. J. (2010). The Elements of User Experience: User-Centered Design for the Web and Beyond. New Riders. 

What are the best practices for creating effective wireframes?

Best practices for creating effective wireframes include: 

  • Start with low-fidelity sketches to focus on layout and structure. 

  • Use consistent design elements like grids and UI components. 

  • Label each element clearly to convey functionality. 

  • Keep it simple to ensure focus on the basic structure. 

  • Iterate and refine based on feedback. 

Learn more about wireframes in this video:  

Transcript
 

How do I transition from sketches to digital prototypes?

Transition from sketches to digital prototypes by first digitizing your sketches. Use your sketches as a guide to create wireframes, and then add interactivity and detailed design elements. Collaborate with your team to refine the prototypes and test them with users to gather feedback. 

Learn more about sketching in our Master Classes with Mike Rohde: 

Can you recommend any sketching techniques for beginners?

For beginners, try these sketching techniques: 

  • Gesture drawing: Quick, fluid sketches to capture the overall form. 

  • Thumbnail sketches: Small, quick sketches to explore different ideas. 

  • Detail drawing: Focus on individual UI elements. 

  • Grid-based sketching: Use grids to maintain alignment and consistency. 

Learn more about sketching in our Master Classes with Mike Rohde: 

How detailed should sketches be in the initial stages of design?

In the initial stages, sketches should be low-fidelity and focus on the overall layout and structure rather than details. Aim to capture the main ideas and flow of the design, leaving specifics like color and typography for later stages. 

Learn more the foundations of UX design in our course User Experience: The Beginner’s Guide 

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Question 1

What is the main purpose of sketching in UX design?

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  • To create final high-fidelity designs.
  • To quickly explore and communicate design ideas.
  • To generate detailed code specifications.
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Question 2

How do sketches contribute to the ideation phase of design?

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  • They finalize visual details.
  • They help visualize and iterate on ideas quickly.
  • They prevent collaboration with stakeholders.
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Question 3

Why should sketches focus on simplicity rather than detail in early design stages?

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  • To avoid overwhelming stakeholders with too much information.
  • To ensure the sketches are ready for development.
  • To prioritize aesthetic quality over functionality.

Learn More About Sketches in UX/UI Design

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Learn How to Use Sketching as an Ideation Method

Have you tried communicating your designs to your colleagues and stakeholders, only to realize later they’ve misunderstood what you meant? Have you found yourself stuck in a design, unable to see alternative approaches? Are you sure you’re working on the most optimal solution, or are you working with the only available design? One humble tool — sketching — can help you address these issues! Let’s see how.

Sketching is a distinctive form of drawing which designers use to propose, explore, refine and communicate ideas. As a UX designer, you too can use sketching as your first line of attack to crack a design problem.

“… there are techniques and processes whereby we can put experience front and centre in design. My belief is that the basis for doing so lies in extending the traditional practice of sketching.”

— Bill Buxton, HCI pioneer and partner researcher, Microsoft Research

In the digital age where it's easier than ever to create flawless graphics, flowcharts and interfaces, sketching holds its own.

In this video, ace designer and illustrator Mike Rohde highlights why nothing can replace the power of paper.

Transcript

Sketches are easy, fast, and cheap to create, iterate, and if needed, even discard without much effort. Unlike written or verbal communication, sketches sidestep rules of grammar and help clearly communicate ideas, all but eliminating misunderstandings. And the best part, they are a joy to create and document!

Sketches vs. Prototypes

Some designers may assume the role of sketches in the design process is the same as that traditionally associated with low-fidelity prototyping, but that is not the case.

Sketches and prototypes have distinctive roles in the development of a design concept and its refinement. You should use them at different stages. Draw sketches first in the exploratory stages of a design to propose, refine, communicate and critique your ideas in a “tangible” format. Later, use low-fidelity prototypes to test broad concepts and specific features.

The role of sketches and prototypes is complementary, but not interchangeable. Because prototypes demand a larger investment, we can’t and shouldn’t produce as many prototypes as sketches.

Sketch: Provocative, Suggest, Explore, Question, Propose, Provoke, Tentative, Noncommittal. Prototype: Didactic, Describe, Refine, Answer, Test, Resolve, Specific, Depiction

Sketches and prototypes have different uses in the design process.

© Interaction Design Foundation, CC BY-SA 3.0

The design funnel below illustrates the iterative and exploratory nature of sketches during the ideation stage of the design process. As the right design comes clearer into focus (the narrowing shaded trapezium), the costs of the product development cycle (arrow) increase. Increased costs prevent you from fundamentally altering your design choices. Use sketches during the initial, ideation phases. Towards the later stages of the design process, apply usability engineering on more refined and costly prototypes that can simulate the expected functionality.

Graph showing rising costs of design changes through the design funnel.

The design funnel illustrates the use of sketching to identify the right design, and the application of usability methods to refine the design. As investment increases (arrow), you lose the ability to make major changes to the design selected.

© Interaction Design Foundation, CC BY-SA 3.0

Getting the Right Design

Use sketching in the early stages of the design funnel to explore multiple design directions at low cost. Refrain from developing low- or high-fidelity prototypes at this stage. Discard promising leads that, upon closer inspection, are unable to meet your problem requirements.

In the early stages of the design process, you should explore multiple design ideas simultaneously to identify the right design. Sketching out alternatives is the fastest and cheapest way to explore ideas.

© Interaction Design Foundation, CC BY-SA 3.0

If you focus on a single design idea prematurely, you narrow your opportunities. While it’s possible that you may identify a good design from the development of a single idea, you cannot confirm whether other ideas (that you never explored) may have provided a better solution to your problem.

Moreover, if you present only one design to users, they will provide a biased input. They will try to be polite and not offend you, even falsely praising your solution, instead of comparing different ideas and sharing genuine feedback.

Getting the Design Right

Once you have identified the right design, you should continue revising and reviewing your chosen design through additional sketching to ensure it’s an optimal design solution to your problem.

At this stage, you should apply usability engineering iteratively to build, test and evaluate your selected design. Every usability cycle would thus ensure the design converges on the optimal solution without major changes.

Refine the right design through an iterative usability approach.

© Interaction Design Foundation, CC BY-SA 3.0

Design and usability processes are complementary but not the same. Design explores a space of possibilities to identify the right design or solution to a problem from competing alternatives. Usability engineering sharpens the selected design, ensuring it satisfies all relevant usability criteria (i.e., getting the design right).

Ideas, Not Art — The Five Elements of Drawing

Construction of the letters A, B and C using basic shapes.

You can convey meaning and ideas through the simplest of shapes: squares, triangles, circles, lines and dots.

© Interaction Design Foundation, CC BY-SA 3.0

Sketches help you propose, explore, refine and communicate your design ideas. Not all drawings are sketches. As Mike Rohde emphasizes in the next video, your goal is to communicate ideas, not create art.

Sketches are:

  • Quick: Don’t invest a long period producing them.

  • Timely: Produce them when and as the need arises.

  • Disposable: Rely on their usefulness to explore a concept and not on their production costs.

  • Plentiful: Produce sketches as a collection that explores different aspects of interaction over time.

  • Minimalist: Use sketches to clarify one concept at a time.

Grab a pen and paper and get started with sketching along with Mike Rohde:

Transcript

Enhancing Sketches — Annotations, Arrows and Notes

Annotations, arrows and notes increase the communicative power of your sketches.

© Interaction Design Foundation, CC BY-SA 3.0

Your sketches and accompanying text must communicate your entire design rationale to you and your team. All the following elements play their part in explaining your sketches and the objects, actions and emotions they represent.

  • Annotations – These are names, labels and explanations located next to different parts of a sketch to expand and clarify the meaning of any element depicted. Tie annotations to different elements in your sketch using arrows, braces, numbering and spatial proximity. Write your annotations using a different color that contrasts with the sketch proper.

  • Arrows – Apart from pointing to specific elements in a sketch, use arrows to illustrate interaction flow, a sequence of events, movement and direction.

  • Notes – Any text, long or short, that provides additional insight into your sketch is a note. Use notes to do the following:    

    • Provide detailed explanation of the action or sequence illustrated.

    • Describe an idea derived from an illustration.

    • List unresolved issues.

    • Explore design elements not depicted in the sketch.

    • Clarify the purpose of each element you present, especially non-static ones.

    • Keep a record of your thought process when you first draw a sketch.

Build Your Sketching Muscle Memory

The best way to gain confidence in sketching is to practice. Use sketching to capture the ideas and/or designs you encounter in your daily activities. Other people’s designs are concrete examples of solutions posed to challenges under different constraints. Add them to your knowledge bank to remix, influence, inspire or steer your own ideas in different — and perhaps unexpected and innovative — directions. To help you in this process, we introduce below two simple approaches to collecting virtual and real-life designs.

1. Scribble Sketching

The idea behind this technique is to capture, as fast as possible and with the broadest of strokes, the essence of the object, design or action you are trying to preserve. Leave out non-important details, decorations, text and other non-essential elements. Include textual annotations (see previous section) in your scribble sketches to clarify functionality.

Capture with “broad strokes” the essence of the object, design or action you are trying to preserve.

© Interaction Design Foundation, CC BY-SA 3.0

Make a habit of always carrying a notebook to keep a record of objects, designs and actions that provoke or inspire you. Since you are the main audience of the scribble sketching technique, don’t feel forced to strive for fidelity. You should only provide a level of detail that is good enough to prompt your memory afterwards. Those rough etchings thus serve as a bank of ideas and skeletons you can eventually refine into powerful final versions.

2. Sampling with Cameras

The goal of this technique is to use still photos and video to capture some features of the world. You can easily capture samples during your weekly grocery shopping, while running your favorite route, on your commute to work or when you meet friends for dinner. Capture objects, designs and actions that delight, inspire and irritate you.

Create a Record of Failed Design Efforts

Keep a record of failed design efforts. Gather objects and situations that annoy you. Write down the reasons behind this negative effect. This exercise will help you develop a critical eye. A critical eye will allow you to identify even the shortcomings of your own work. In doing so, you will develop and show more sophisticated design skills.

Create a Record of Successful Design

You should also keep a record of successful design. This will help you draw inspiration from multiple domains to ground your design work on features other than those of the digital realm.

The Take Away

Sketching is a time-tested approach to propose, explore, refine and communicate your design ideas. Sketching should be your first line of attack when faced with a new design challenge. Unlike prototypes, you should produce sketches in abundance, on a very low budget and with just the right amount of detail in the early stages of the design process. Use sketches to explore multiple design directions simultaneously. Refine your chosen design with the standard tools of usability engineering to ensure it satisfies all relevant requirements. Sketch, sketch, sketch!

References and Where to Learn More

Researchers from the University of Toronto and Microsoft Research conducted an experiment: They compared “usability testing of a single interface versus three functionally equivalent but stylistically distinct designs” and found that users were more reluctant to criticize a single design, than when presented with the same design in a group of three. For more on this fascinating study, read this paper,  “Getting the Right Design and the Design Right: Testing Many Is Better Than One.”

For more on sketching in UX design, we recommend the following books:

Sketching User Experiences: Getting the Design Right and the Right Design by Bill Buxton

Sketching User Experiences: The Workbook by Saul Greenberg, Sheelagh Carpendale, Nicolai Marquardt and Bill Buxton. 

Images

© Interaction Design Foundation, CC BY-SA 3.0

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