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Why Do People Need to Sketch?

January 12, 2011 in , by Chris 9 comments

Bill Buxton, author of Sketching User Experiences, says the job of an interaction designer is to create a memorable experience when someone uses a product or visits a site. ZURB uses sketching as a communication and collaboration tool with entire teams. Visualization through sketching helps us to find unique opportunities that lead to amazing interfaces, which in turn enable great user experiences to happen.

Quantity is More Important Than Quality


The best way to a good idea is to have lots of ideas. - Linus Pauling

Sketching gives people the freedom to consider every wild idea without the fear of making a mistake. This is a creative, generative process that can not only discover great ideas, but create better teamwork. With lots of ideas on the table teams down into fuller, more amazing decisions in our products.

To illustrate this point, Buxton tells a story about a pottery teacher who splits their classroom in half. The first half was told their final grade would be based on one perfect pottery example. The other half would be graded based on the cumulative physical weight of their work. You would think the first group that had all semester to plan and master their technique with one perfect piece would create the best work, but it wasn't so. The second group that repeated the process over and over, without focusing on perfection, ended up creating not only the most work, but the best work. This is the reason why sketching is such an important part of the design process.

What Makes a Sketch, a Sketch?

Buxton talks about eleven attributes that make sketching valuable and important. Sketches are:

  • Quick - We don't need to spend a lot of time mulling over our ideas.
  • Timely - Its super easy to whip up a sketch in the middle of a meeting to help describe an idea.
  • Inexpensive - All you need is something to write on and a pen.
  • Disposable - If the idea doesn't last, it doesn't hurt to recycle some paper.
  • Plentiful - It only takes a couple hours to jam through 40 or more sketches.
  • Have a clear vocabulary - When someone sees a sketch, they intuitively know its just an idea or a "what if."
  • A distinct gesture - Sketches are loose and invite conversation and collaboration.
  • Have minimal detail - Don't sweat the details, just get your idea on paper to spark something with your team.
  • Have the appropriate level of refinement - The rough feeling of a sketch helps keep the conversations broad.
  • They suggest and explore rather than confirm - We can ask questions and start a conversation about the problems at hand. We decide on details later.
  • They are ambiguous - Sketches leave ideas open for misinterpretation and give people the chance to read into them further. This often leads to even better ideas and make people feel invested.

As ZURBians, we take these attributes to heart with our opportunity sketches, wireframes, and workflows. We can be efficient and get lots of ideas in front of our clients.

Why Should You Sketch as a Team?

Teams are a force to be reckoned with- each person has a specific skill-set to put on the table. Teammates learn and grow from each other through these skills. Sometimes the best way to work through a tough problem is to stand at a white board and sketch it out with a teammate. At ZURB, we challenge ourselves to learn all the time through any way possible. Sketching should be a go-to tool for any person working on a product or service they want to make awesome for people.

This book belongs on every designer's shelf or team library - it challenges us to think about sketching as a frame for all of our work. We can learn to think more openly and unite a ton of ideas into single, refined solutions for any design problem. We just need to remember that "just because something looks like a sketch doesn't mean that it is a sketch". Sketching is the act of asking, not showing. We need to open every idea for discussion until final decisions can be made.

9 comments

JSK says

Love the concept and practice . . . now if only Jeremy and Anthony would share their Sharpies . . . .

I do frown upon the waste of paper . . . . Wish there was a program -- even lighter than Balsamiq and more structured than a drawing program -- to facilitate this.


Liza says

It is so great that technics described years ago are turning to be so needed today.I sketch a little to settle down things with my colleagues in the designers team , but it's extremely hard to organize the same workflow with our developers to collaborate more quickly and productively.

I create "mood boards" as well for web projects where I compile elements, colors, art technics and styles appropriate for this very project. If anyone see fashion designers scrapbooks with model sketches and tissue samples - it's the same but for web.


Chris (ZURB) says

@Liza - we use mood boards as well, so I know exactly what you mean. Mood boards are useful to help gauge what style and feel the client is looking for in their website or app. Just because I'm curious, why do you think its harder to use sketches with developers for collaboration?

@JSK - I'm sure they'd share their sharpies is you asked nicely =)


Karl says

Very interesting read, I agree with all the points mentioned in the post. Sketching seems to take a back burner mentality when dealing with the web and it shouldn't. I cannot think of the number of times I have had a new better idea come from a discussion of a sketch or a "on the fly" sketch.


Chris (ZURB) says

@Karl - It's definitely sad when people don't see the value of sketching.

I've also had times where my best idea comes from a sketch I did on the fly while I'm watching TV or eating dinner. As designers, we're challenged to be creative almost every day. Some days its really hard to get inspired or feel like your getting good ideas on paper- this is why quantity is important. Each sketch can lead to a spark of an idea for another sketch.


Liza says

@Chris - hm, sometimes it's hard for developers to visualize sketches, they just stick with one vision and sketching is too quick for them )) I do presume that this problem can only exist for the backend developers in my office. In my country developers usually work with off-the-shelf design materials and do not penetrate into UI. But we try to change that, I think every employee has to obtain sketching power as we all do create for the user and his the why, so sketching user experiences has to be the mantra. It's the way to understanding.

Sketching is very natural for designers and those who implement front-end. I want to read this book and show it to my colleagues, thank you for sharing!


Chris (ZURB) says

@Liza - You should definitely read this book and share all that you learn with your team! I've always sketched, but this book really changed how I think about a sketch and what I can get out of them.


Antje Roestenburg says

@JSK to preserve paper (and teamwork remotely) I love smart-boards; just put these digital white-board in a (meeting) room, sketch away with your team, save various versions and alternatives, and revisit, share, or build on them later to your hearts content :-)