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UI-UX Design Tool-independent • Chapter 17

Sketching

Every topic includes a plain-language explanation, exact steps, 10 practical examples, a hands-on example, expected output, common mistake, and practice task.

5 topics50 examples5 hands-on tasks10 Q&A
Practical course

17.1 Crazy 8s

Crazy 8s is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

Step by step

  1. Define the user problem connected to Crazy 8s.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Crazy 8s to a course website and explain the decision you made.
  2. Apply Crazy 8s to a online store and explain the decision you made.
  3. Apply Crazy 8s to a banking app and explain the decision you made.
  4. Apply Crazy 8s to a school portal and explain the decision you made.
  5. Apply Crazy 8s to a clinic booking system and explain the decision you made.
  6. Apply Crazy 8s to a dashboard and explain the decision you made.
  7. Apply Crazy 8s to a restaurant site and explain the decision you made.
  8. Apply Crazy 8s to a mobile app and explain the decision you made.
  9. Apply Crazy 8s to a creator site and explain the decision you made.
  10. Apply Crazy 8s to a business landing page and explain the decision you made.

Hands-on example

UI/UX PRACTICE
Problem: A user struggles with Crazy 8s.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.

Expected output

A user-centered design artifact for Crazy 8s plus a clear statement of what evidence would confirm or reject the design decision.

Common mistake: Treating Crazy 8s as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

Practice exercise

Create a fresh example for Crazy 8s using a different product, screen, component, or content set. Explain what changed and why.

17.2 Divergent Ideas

Divergent Ideas is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

Step by step

  1. Define the user problem connected to Divergent Ideas.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Divergent Ideas to a course website and explain the decision you made.
  2. Apply Divergent Ideas to a online store and explain the decision you made.
  3. Apply Divergent Ideas to a banking app and explain the decision you made.
  4. Apply Divergent Ideas to a school portal and explain the decision you made.
  5. Apply Divergent Ideas to a clinic booking system and explain the decision you made.
  6. Apply Divergent Ideas to a dashboard and explain the decision you made.
  7. Apply Divergent Ideas to a restaurant site and explain the decision you made.
  8. Apply Divergent Ideas to a mobile app and explain the decision you made.
  9. Apply Divergent Ideas to a creator site and explain the decision you made.
  10. Apply Divergent Ideas to a business landing page and explain the decision you made.

Hands-on example

UI/UX PRACTICE
Problem: A user struggles with Divergent Ideas.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.

Expected output

A user-centered design artifact for Divergent Ideas plus a clear statement of what evidence would confirm or reject the design decision.

Common mistake: Treating Divergent Ideas as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

Practice exercise

Create a fresh example for Divergent Ideas using a different product, screen, component, or content set. Explain what changed and why.

17.3 Selection

Selection is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

Step by step

  1. Define the user problem connected to Selection.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Selection to a course website and explain the decision you made.
  2. Apply Selection to a online store and explain the decision you made.
  3. Apply Selection to a banking app and explain the decision you made.
  4. Apply Selection to a school portal and explain the decision you made.
  5. Apply Selection to a clinic booking system and explain the decision you made.
  6. Apply Selection to a dashboard and explain the decision you made.
  7. Apply Selection to a restaurant site and explain the decision you made.
  8. Apply Selection to a mobile app and explain the decision you made.
  9. Apply Selection to a creator site and explain the decision you made.
  10. Apply Selection to a business landing page and explain the decision you made.

Hands-on example

UI/UX PRACTICE
Problem: A user struggles with Selection.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.

Expected output

A user-centered design artifact for Selection plus a clear statement of what evidence would confirm or reject the design decision.

Common mistake: Treating Selection as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

Practice exercise

Create a fresh example for Selection using a different product, screen, component, or content set. Explain what changed and why.

17.4 Storyboards

Storyboards is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

Step by step

  1. Define the user problem connected to Storyboards.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Storyboards to a course website and explain the decision you made.
  2. Apply Storyboards to a online store and explain the decision you made.
  3. Apply Storyboards to a banking app and explain the decision you made.
  4. Apply Storyboards to a school portal and explain the decision you made.
  5. Apply Storyboards to a clinic booking system and explain the decision you made.
  6. Apply Storyboards to a dashboard and explain the decision you made.
  7. Apply Storyboards to a restaurant site and explain the decision you made.
  8. Apply Storyboards to a mobile app and explain the decision you made.
  9. Apply Storyboards to a creator site and explain the decision you made.
  10. Apply Storyboards to a business landing page and explain the decision you made.

Hands-on example

UI/UX PRACTICE
Problem: A user struggles with Storyboards.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.

Expected output

A user-centered design artifact for Storyboards plus a clear statement of what evidence would confirm or reject the design decision.

Common mistake: Treating Storyboards as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

Practice exercise

Create a fresh example for Storyboards using a different product, screen, component, or content set. Explain what changed and why.

17.5 Paper Prototype

Paper Prototype is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

Step by step

  1. Define the user problem connected to Paper Prototype.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Paper Prototype to a course website and explain the decision you made.
  2. Apply Paper Prototype to a online store and explain the decision you made.
  3. Apply Paper Prototype to a banking app and explain the decision you made.
  4. Apply Paper Prototype to a school portal and explain the decision you made.
  5. Apply Paper Prototype to a clinic booking system and explain the decision you made.
  6. Apply Paper Prototype to a dashboard and explain the decision you made.
  7. Apply Paper Prototype to a restaurant site and explain the decision you made.
  8. Apply Paper Prototype to a mobile app and explain the decision you made.
  9. Apply Paper Prototype to a creator site and explain the decision you made.
  10. Apply Paper Prototype to a business landing page and explain the decision you made.

Hands-on example

UI/UX PRACTICE
Problem: A user struggles with Paper Prototype.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.

Expected output

A user-centered design artifact for Paper Prototype plus a clear statement of what evidence would confirm or reject the design decision.

Common mistake: Treating Paper Prototype as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

Practice exercise

Create a fresh example for Paper Prototype using a different product, screen, component, or content set. Explain what changed and why.

Chapter 17 review — 10 questions and answers

1. What is the main purpose of Crazy 8s?

Answer: Crazy 8s is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

2. What is a common mistake with Crazy 8s?

Answer: Treating Crazy 8s as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

3. What is the main purpose of Divergent Ideas?

Answer: Divergent Ideas is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

4. What is a common mistake with Divergent Ideas?

Answer: Treating Divergent Ideas as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

5. What is the main purpose of Selection?

Answer: Selection is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

6. What is a common mistake with Selection?

Answer: Treating Selection as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

7. What is the main purpose of Storyboards?

Answer: Storyboards is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

8. What is a common mistake with Storyboards?

Answer: Treating Storyboards as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

9. What is the main purpose of Paper Prototype?

Answer: Paper Prototype is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

10. What is a common mistake with Paper Prototype?

Answer: Treating Paper Prototype as a visual preference instead of connecting it to a user need, constraint, or testable outcome.