Drawing is a crucial skill for UX designers, but it’s important to understand that UX drawing isn’t about creating art. Drawing for UX design is about organizing and communicating information clearly to colleagues who will implement your design.
Some designers prefer messy, hand-drawn wireframes
Others use rulers and are meticulous about appearance
Find the approach that feels best for you
Focus on clear communication over artistic beauty
Wireframes are made up of simple elements that serve as building blocks for creating designs. Most wireframes use three fundamental elements:
Lines : For creating divisions, borders, and structure
Shapes : Squares, rectangles, and circles for defining areas and objects
Text : For labels, descriptions, and content placement
Simplicity Principle
Even complex-looking wireframes are built from these three basic elements: lines, shapes, and text. Master these fundamentals and you can create any wireframe.
To make wireframes simple and understandable, there are industry standards for representing different page elements:
Text
Represented by horizontal lines of varying lengths to indicate different amounts of text
Images & Icons
Represented by circles or rectangles with an X overlapping them
Calls to Action
Often represented by rectangles or circles, like submit buttons or compose buttons
Here’s how to build a basic wireframe using the example of a mobile app:
Draw a large rectangle to represent the phone frame
Make it large enough to draw inside comfortably
This becomes the boundary for your app screen
Draw a rectangular bar that spans almost the entire width at the top
This is where information and actions relating to the current screen display
Menu icon : Three horizontal lines in the top left corner
Avatar : Circle with a simple stick figure person inside in the top right
Logo area : Rectangle in the center of the top bar
Use dividers (thin lines) to group content in lists and layouts
Add circles with X’s inside to represent images
Draw horizontal lines of varying lengths to represent text content
Buttons : Rectangles or circles for calls to action
Plus button : Circle with a plus sign for adding new content
Navigation arrows : Simple arrows for back/forward actions
Following these steps, you can create a wireframe that represents the Gmail app:
Phone frame : Large rectangle
Top bar : Spans full width with menu icon (three lines) and avatar (circle with person)
Content area : Multiple sections divided by horizontal lines
Email items : Circles with X’s for profile images, horizontal lines for email text
Compose button : Circle with plus sign in bottom right corner
Hold down the Shift key when drawing digital lines to make them perfectly straight
For paper wireframes, use a ruler if you prefer cleaner lines
Remember that messy sketches are perfectly acceptable for wireframes
Keep similar elements the same size throughout your wireframe
Use consistent spacing between elements
Apply the same visual treatment to similar functions
Focus on getting ideas down quickly rather than making perfect drawings
Wireframes are meant to be rough and iterative
You can always refine details later
When deciding whether to design for mobile or desktop first, consider starting with mobile because:
Space Constraints : If your design works well on the limited screen of a mobile device, it will likely work well on larger interfaces too
User Behavior : Many users access products primarily through mobile devices
Design Discipline : Mobile-first forces you to prioritize the most important elements
However, always consider what’s best for your specific product and business needs when making this decision.
Remember, you can create paper prototypes for any device type using these same fundamental principles of lines, shapes, and text.