UX Sketching and Wireframing for Effective Design

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