If you’ve done any
sort of serious creative work, you are all too familiar with creative block. It
feels like hitting a brick wall: None of the ideas you’re able
to visualize are good enough, or can’t work in real life.
For designers, the feeling is all too
familiar. However, like any complicated problem with no clear solution, a smart
process can make all the differences. This is where UX sketching comes in.
UX sketching is a crucial, yet often
overlooked, aspect of user-experience design. Sketching is a very efficient way
of communicating design while allowing designers to try out a multitude of
ideas and iterate them before settling on one.
In this post, I intend to cover
everything you need to know about UX sketching, including the following points:
·
Introduction to UX sketches and
wireframes
·
UX sketching basics, tools and
techniques
·
Clarifying sketches with notes,
annotations, numbers
·
UX sketching tips and tricks
·
Mini-methods designed to boost
quality and productivity
·
All you need to know about Wireflows
·
A quick guide to UX flow sketching
UX Sketching is a Two-step Process
Many options must
be considered in design, which results in the choice and the execution of the best one.Designers consider their options, and then
proceed to work out the details, thus making UX design a two-step process:
·
Idea Generation
In the initial step, multiple ideas
are generated, but since they cannot be fully shaped, it is not uncommon for
some of the elements to be incomplete or missing. The main thing is to consider
different approaches and to decide which is the most efficient in the context
of your task and the various constraints of the project.
·
Detailization and Refinement
Step by step, you settle on a few
promising variants and proceed to work out the specifics, thus rendering some
ideas unsuitable.
UX Sketches and Wireframes:
Introduction and Classification
Your wireframes may differ depending
on factors such as the desired level of detail, colors and style, whether you
are going to show them to someone, and so on.
Good sketches will help you think
clearer, find better solutions and save time.
I singled out the following sketch
types:
·
Sketch: Idea Generation
These are initial sketches. Lower
level details are simply noted. A limited number of colors is employed.
I draw a lot of basic sketches to
consider the problem from different angles and to consider different solutions.
While drawing such sketches, I am also striving to generate as many solution
variants as possible.
At this particular
step incompleteness frees my mind, which is why it is so important to avoid
getting bogged down in minutiae at this stage. My goal is to generate as many
ideas as possible and choose the most promising ones.
·
Wireframe: Specification, Detailed
Phase
I usually pick promising sketches and
go over the details, after which I choose the best variant and work it out in
greater detail.
However, this
does not mean every single detail. Obvious things may just
be noted. Moreover, some aspects will be difficult to describe on paper.
At this step, I
draw all the important details, but I do not yet
draw wireframes in Balsamiq. After everything is done on the paper, I
start drawing in Sketch.
Digital tools
provide a lot more creative freedom than paper and you can easily shift
attention to minor things. For example, you can focus on "pixel
polishing" instead of design.
·
Visual Design Draft
This is a rarely used approach, but
sometimes it can be helpful. Various visual solutions are considered at an
early stage of the project, but it may take a long time to create digital
sketches for all of them. That is why I draw design sketches on paper first, to
consider different options and choose a visual design direction.
·
Components/Elements Breakdown
I find this technique useful when I
have already have a general idea and I am thinking about a particular page
functionality, or of the integral parts of interface components. I draw
different page elements, going into detail, and then draw different possible
positions of the page elements.
Elements, even the most simple ones,
must have a state; a button can be pressed and it has a hover text block that
may or may not be empty. The more complex it is, the more states it has.
Getting Started with the Basics
·
Prepare your tools - Find the
most convenient place possible, a large table with plenty of space. Take a lot
of paper and prepare some pens and markers.
·
Warm up - In order to
get ready I recommend drawing some lines, circles, basic templates and icons.
·
Define your goals - Decide what
you want to draw. Set your aim and decide what story you have to tell.
Determine the desired level of detailing. Decide whether you are ready to draw
a lot.
·
Define your target audience - If you are
doing this for yourself, you don’t need to worry about the way your sketch
looks. However, if you intend to show your drawings to a client, make sure you
allow some extra time to add more details to your sketch.
·
Set a time frame - Having
decided on the amount of time you are ready to allocate for sketching, let’s
say 30 minutes, will help you focus on your work.
Now, you are all set and you can get
started:
1. Draw the edges - Draw the
frames, a browser or phone window, a part of the interface, and so on.
2. Add the biggest or basic
elements - Menu, footer, main content.
3. Add details - Add
relevant details, but keep them simple at this stage.
4. Add annotations and
notes - These are required only if you’re planning to share the
sketches. However, they can be useful even if you’re doing them for your eyes
only.
5. Sketch alternatives - Sketch some
quick alternatives to your solution.
6. Pick the best
solution - Choose the best options.
7. Add shadow and
bevel - This is particularly important for sharing purposes. Add a
shadow to make your sketch visually appealing, which is important if you plan
to share it with team members and/or clients.
8. Save the sketch - Take a
photo or put it in a folder. I have a few paper trays on my table for sketches.
9. Share - I usually
use one of the following sharing methods:
·
Take a photo and upload to InVision.
·
Upload and map images to Realtimeboard.
·
Or just email a photo.
10. Review the sketches
and add notes - Take a break and then come back to your
sketches a while later. Take a look at them again. Does the sketch still make
sense to you? A good sketch must be easy to follow.
If you as the
designer can’t understand something you have in your sketch, then the solution
won’t be successful. Either the sketch doesn’t allow you to visualize your
ideas well, or the ideas are too complex.
Clarifying Sketches with Additional
Elements
Find or draw a proper sketch, and
then add the following details to it:
1. Title - Sometimes
adding a title is a good option. Write a description and date, if necessary, at
the top of the sketch. The title will help you understand what you are looking
at and whether or not the sketch is relevant. This is especially useful if you
have a lot of sketches or you are going to show to others.
2. Annotations - Annotations
are names and notes placed close to an element, to explain its content or other
attributes. They add details that clarify other elements, and are usually
difficult to draw. For example, it could be the name of the block, some
interaction details, an explanation of a picture, some ideas for future design
variations, and so on. You can check out one of my examples to see what
an annotation sketch looks like.
3. Numbers - Number the
elements of your sketch, or the sketches themselves. You can decide how to
order them (e.g., by interaction flow, the order in which you created them,
etc.). It may also be useful during discussions (especially remote
discussions), as your colleagues and clients can just point out the sketch
number in their feedback and you will understand which one their comments refer
to.
4. Arrows - You can use
arrows to indicate screen transitions. They can also be used to connect
different parts of sketches, to indicate a sequence of actions, and so on.
Since the meaning of an arrow can vary, just above the arrow you can add a
description or explanation of what the arrow is meant to signify. Here is
an example of a basic
sketch showing a transition and several difrerent states.
5. Notes - Just like
annotations, notes are used to explain concepts. However, notes differ from
annotations in their placement. They are not attached to an element or located
near the described element, similar to this example. Notes can be
placed at the top or bottom of the page. They can even describe elements that
are not included in the design, questions that you may have, general
explanations, unsketched ideas and so on.
6. Gestures - Gestures
are relevant in the case of touch device design. Drawing a hand gesture may
require practice. There are several variants of gestures used to indicate
different types of actions, so it is better to decide in advance how you
designate a particular action (if it is not obvious, of course) and to practice
drawing it.
7. Feedback - You may
receive suggestions for fixing or improving the sketch after showing it to
others, or after you take another look at it yourself. It is often useful to
mark such feedback in a different color so as to help differentiate feedback
from the original sketch.
You can use different colors for
different types of elements. Sometimes I use black for drawings, blue for
links, dark green for notes, red for titles and feedback. Try to use different
colors in your sketches, but make sure your choice of colors is consistent!
More Specific Tips and Tricks
1. Don’t worry about
the quality - Don’t look at the sketches on Dribble; they
are about something completely different. Bear
in mind that the main purpose of sketches is to help you think clearer, find
better solutions and save time.
2. Practice - For a
start, you can try to draw a few apps. Open a web or mobile app and try to copy
the screen, describing the elements in the notes. Whenever you have some free
time, practice drawing basic building blocks of your designs. In general,
practice makes perfect. In a while, it will become part of your designer self.
3. Buy a folder - I often
don’t work from my office, but rather from a cafe or my home. Paper sketches
are very prone to damage, so buy a simple folder to keep them safe and sound.
4. Bring tools with
you wherever you go - This helps ensure that you
can capture your idea on paper at any time, otherwise you may just lose the
thought or not be able to remember it in sufficient detail. I always have a
notepad, a few A4 sheets, and pens with me.
5. Share with others - It’s very
important to engage other people and communicate with your team. Involving
others and getting their feedback, especially early on, helps save time and
resources in the long run. You can also encourage others to draw the way they
envision the design.
6. Paper trays - Think of
placing paper trays on your worktable. For example, I have three of them: For
incoming tasks, for sketches, and clean sheets of paper.
7. Experiment and
customize - My recommendations are based on my experience. In time, you’ll
find out what suits you best; which methods, which sequence of steps, what
exactly fulfills your creative potential. You will get there only if you
constantly try something new, which is why it’s important to experiment with
different formats, styles, and try new templates.
8. Use templates - Templates
will save time and implicitly take into account format restrictions, freeing up
more time to focus on what is important.
Additional Mini-methods to Improve
Your Sketches
These aren’t necessarily tips and
tricks, but they’re a collection of methods, tools, and suggestions that should
boost your productivity or improve the quality of your sketches.
1. Create a Sketch
Board - One of the biggest benefits of using pen and paper instead of a
digital sketching tool is that you can actually stick it to a wall. Everyone on
your team can see it and participate (although I recommend setting up review
sessions).
·
You will see your sketches yourself,
and this will stimulate your thinking and let you see the big picture, not
isolated pieces, but the whole system. You will see interactions between parts
and the way they fit one another.
·
Create the sketch board - attach your
whiteboard sketches. If there is no whiteboard in your office, you can use
double-sized adhesive tape or post-it note sheets to stick your sketches to the
wall. If you don’t want to stick to the wall, you can find a big piece of
cardboard paper instead. I strongly recommend using sketch boards, as they’re
one of the best design tools.
2. Use a Whiteboard - A
whiteboard is a great drawing tool. It has a number of advantages: It is
collaborative; it is easy to involve other team members in the discussion and
in the drawing as well. Even if their ideas do not fit well, you will
understand their way of thinking and it will help you to be on the same page.
·
Markers do not let you focus on
details, you have to think about the general things. Sketches are open to
interpretation.
·
A whiteboard is easy to clean and
make corrections on.
·
There is a lot of space and you can
easily think through the whole system flow.
·
You can attach sketches, printouts,
and reference materials using magnets.
3. Prototypes - Make a
clickable prototype to evaluate your design. Try to get feedback about some
elements. This works particularly well when you are using templates - your
sketches are of the same size. Obviously, it will be much easier to draw same
size sketches if you are using a template. I will try to make it even easier by
providing you with a few templates you can download and use: Mobile, Browser multi-window, Browser scroll, Personas.
4. Use your Printer
and Scanner - Draw the framework by hand (you can use
ruler to draw more accurately), then just scan it using a scanner or mobile
app, and print it. You can edit your template in image redactor before
printing. You can remove unnecessary details or duplicate some elements. You
can also print a readymade site page, photos, and other descriptive elements.
You can paste the cut-outs in your sketch.
5. Use Evernote for
Scanning - Evernote is a great design tool. You can keep and share your
sketches in it, you can create themes, and use tags to organize your sketches.
The abilities of the “Scanner” mode are particularly impressive. You put your
sketch in front of it and it “scans” it, so you get the copy of the sketch.
Then you can invite your colleagues to Evernote and give them your note link.
Since there is a mobile app for tablets and phones, you can always have your
sketches at hand.
6. Hybrid Sketching - To put some
life and realism into your sketches you can combine them with photos. That
means that you have to take a photo and then draw some story with interface
elements on it. This can also help you to notice some interaction issues and
details.
7. Tracing Real World - If you need
to create a storyboard, illustrate an experience in a specific context (e.g. a
person using a smartphone at a bus station), you need to include depictions of
people, places, and various real-life objects. These can be difficut to draw,
especially if you haven’t mastered drawing skills, but here’s simple tip:
Take a photo of the
object or the situation, and then obtain the key objects contour using an image
editor. You can use the resulting contour in your sketches afterward.
Of course, if you
have a tablet and stylus it will be even easier.
Wireflow: Outlining System Flow and
Branching
The wireflow is essentially a
sequence of the system flow, screen after screen, with branches and decision
points. We should consider how a user addresses their task, the way they move
from screen to screen, and their overall experience of the product over time.
Wireflow, or what you are drawing and
the way it is connected, could be organized according to the following
approaches:
·
Sequence - A sequence
is a straight journey, screen after screen. It can also be a story with
decision points; you show not only the journey but also decision points and
different paths the user can choose. You can show the structure of screen
interaction.
·
State changes - Depict different
screen states of some element and the conditions or actions that cause the
transitions between these states.
·
Screen vs. screen elements - You can
draw the whole screens or consider micro-interactions and interactions.
·
Platforms - You can
consider a one platform experience or multiple platforms.
·
Scope - Will you
depict a part of the user journey or the whole journey? One user interaction
with the system, or multiple users’ interactions?
I generally try to define the
following wireflow types, depending on the organization and practical use:
1. Mapping overall
flow and high-level flow - Promptly sketch the screen
shifts and draw the general journey of your product usage. Here you can include
some context and you can optionally show some user interaction. For example, an
e-commerce shopping service is quite a long journey that may include a lot of
steps: How the user found the shop, the steps they went through to order the
product, how they paid, and so on.
2. Screen flow - This
focuses on a specific functional flow through the system. It could be a small
straight sequence of screens or a journey with branching. For example, a user
uploading some photos or a video.
3. Navigation scheme - Draw your
screen and the options it contains. This is not supposed to map the journey.
This step includes information that shows the options a user can choose, the
directions users have, and various app parts. I usually create a navigation
scheme at the beginning of a project. It serves to understand how navigation
should be structured (what points should be included, how many levels are
necessary).
4. Screen states - Draw the
screen or element states (an example might be a file upload dialogue). In this
case, for example, the screen will have the following states:
·
Blank
·
A user pulls the file in the active
area
·
The file is uploading
·
The file is uploaded
·
There is an error
Sketching UX Flow: A Quick How-To
Guide
The wireflow design process is
similar to the wireframe one. Many steps are similar or identical, but there
are some important differences:
Define what you
need to draw - Decide exactly what you want to draw (e.g.
the general history or a fragment of your design). Do you want to generate
different options or to think through the details of one journey? Decide
whether you are going to show your sketches to someone else or not.
Define what
keyframes and transitions you should include in your drawing - If you add
all the screens and shifts your wireflow will be very long and complex.
Consider which key screens you should show to convey the essence of the
interaction that helps accomplish your task. The same goes for screen shifts.
You need to choose which shifts will be more useful in expressing your idea.
Check out this example for
reference.
Define the starting
point - What will be the starting point of your journey? You can start
with the entry point, i.e. the start of the journey, for example, what a user
sees when they log into your app. Alternatively, you can start at the midpoint
or with the most interesting/difficult/important screens or process steps. Or
you can start at the end, with the end-result achieved by a user, and describe
the steps the user took to come to this point.
Define your
approach and make a general paper sketch.
Decide what comes
next - After drawing the starting steps, decide what goes next by
answering the following questions:
·
Which way does this step lead users?
·
Which way do you want them to go?
·
What do they have to do to get there?
Sketch alternative
routes, entries - Think about alternative ways the user can get
to each step:
·
What will happen if the user’s
Internet connection fails?
·
What other options do they have?
·
What can go wrong in the case of user
or app error, what will happen?
·
What will happen if the user closes
the app at this step?
·
Where will the user start the next
time he launches the app?
Think about
alternative flows - Analyze the history, design
an alternative flow, and sketch it.
Add annotations,
notes, details - Add the explanatory elements that will
clarify non-obvious details.
Save - Make a digital
copy of the sketch.
Share - Share the
sketch (e.g., via Evernote or Invision).
Essential UX Flow Sketching Tips and
Tricks
Draft a wireflow
first - If you are going to think quite a long journey over, you would
better make a quick sketch in order to understand how much space you need and
in order not to miss some important steps or details. It would be difficult to
add them to the paper sketch afterward.
Don’t create a huge
map with too many details - Paper sketches don’t have
an undo button, so it will be difficult to make
changes. You may draw the details too accurately and this will distract your
imagination from the generation of different high-level variants. Instead of
creating a huge scheme that would illustrate the entire system, try to focus on
the key scripts and try to dedicate an individual page for each script.
Cut unnecessary
details and combine various detalization levels - It is not
necessary to draw all the interaction descriptions, so try to use only the key
elements of your journey. While drawing a huge interactions map, you have no
need to work every single screen out in detail. Some screens could be just
represented by several squares, and other, key screens, could be worked out in
detail.
Try different paper
sizes - Try different paper formats, A3 or A5. Paper sheet size will
limit you and will affect your process in different ways. A small paper sheet
will not let you add many screens or details, but it can help you to
concentrate on the main ideas. Using a big paper sheet you can draw one huge
journey, a lot of details and additional notes. Alternatively, you can place a
number of small journeys on it.
Post-it notes can
help too - You can also try to use Post-it notes. You can draw separate
screens or some footnotes on them, or you can draw additional states of your
sketch’s elements. Their advantage is that they can be easily replaced, you can
also simply move the note somewhere else. For example, in case the flow has
changed you can just change the order of your Post-it notes.
Use templates - Try to use
templates. They will save time and will enable you to create more clickable,
high-quality prototypes.
Try using a
whiteboard - A whiteboard has a number of advantages. It is becoming more and
more popular because it allows you to draw a huge journey with a lot of
branches. You can draw a lot of application components on paper and then just
attach them to the whiteboard using magnets, adding them to the journey.
Sketching a shadow - Shadows can
help you to mark important elements and they add visual attractiveness to your
sketch. I use three different types of shadows
·
Lines following the light direction -
this does not always look beautiful, but you can use the graduation and pick
the objects up to different “heights”
·
Outlining of some part out with a
darker color (only the bottom or the bottom and right side)
·
Using the Pro-marker (or its
equivalent in the app you use for drawing)
Drawing components - An
objection like “I can’t draw that well” may
stifle your initiative. It is actually easier than it sounds. Even the most
complex sketches are generally composed of a number of basic blocks, like
in this example.
If you can draw a
point, a line, a triangle, a square and a circle, then you have the essential
building blocks you need to draw anything for your sketch.
Putting it all
together - The basic elements, buttons, radio buttons, and dropdowns are
composed of basic elements. After learning to draw these elements, you
can combine them and draw
complex blocks and components.
Wrap Up
The goal of this post was not to
create the ultimate, one-size-fits-all guide to UX sketching, or sketching in general,
because designers have different needs and personal preferences.
As you can see,
this is a lot to cover. Designers use a myriad of tools,
techniques, and approaches to produce UX sketches, and it’s rather subjective.
Certain techniques may or may not work for different people working on
different projects. If you’re just getting started, you should definitely
experiment.
Constant practice
and experimentation will help you find what works for you.
It’s up to you to choose tips and techniques that will be the best fit for your project and your approach to design. Do you have any additional sketching tips for fellow UXers? Feel free to share them in the comment section.
About Author
NICK VYHOUSKI
Email: irene@toptal.org
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