Objective: By the end of this lesson, students will be able to create effective user interfaces through the use of sketching and wireframing techniques.
Materials:
- Pen and paper (for sketching)
- Wireframing software (such as Balsamiq or Axure)
Lesson Outline:
I. Introduction
- Definition and purpose of UX sketching and wireframing
II. Sketching Techniques
- Rapid prototyping
- Sketching best practices
- How to effectively communicate ideas through sketches
III. Wireframing Techniques
- Creating wireframes using wireframing software
- Best practices for wireframing
- How to test and iterate on wireframes
IV. Hands-On Activity
- Students will sketch and wireframe a simple application
- Students will present their work and receive feedback
V. Conclusion
- Recap of key takeaways
- Discussion of how sketching and wireframing can be used in real-world scenarios
Assessment:
- Students will be assessed on their ability to effectively communicate ideas through sketches and wireframes, as well as their ability to incorporate feedback into their work.
Additional Resources:
- “Seductive Interaction Design” by Stephen Anderson
- “Don’t Make Me Think” by Steve Krug
- “Sketching User Experiences” by Bill Buxton