# Design Sketches

The Hamilton and Alexandra College · Year 12 · 2026

Design sketches are the fourth ideation tool in your [C4-1 design pack](/sd/C04/C4-1%20Checkpoint%20-%20Design%20Pack). Your mood board set the *feel* and your mind map sorted the *features* — now you decide **where things go on the screen**.

> [!TIP]
> **You don't need to be able to draw.** A sketch is rough boxes and labels. Clarity beats art — quick lines are enough.

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## What is a design sketch?

A quick, rough drawing of a screen — often called a **wireframe**. It shows:

- the **layout** — where the title, buttons, menus, lists and text sit
- the **navigation** — how a user moves from one screen to the next

A sketch is **not** the final design and **not** finished art. It answers one question: *"What goes where, and how does the user get around?"*

## Keep it low-fi

Rough is the point. Grey boxes and labels are fast to draw and fast to change, so you can try several layouts before committing. Sketch **2–3 different screens** (e.g. the home screen, the main action screen, a list/settings screen) and show how they connect.

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## Annotations are what earn the marks

A bare sketch sits at the bottom of the rubric. **Annotations** lift it — and the same identify → explain → justify ladder from your other design work applies here:

![Annotated low-fi wireframe of a StudyStreak screen, with callouts at identify, explain and justify depth](Design%20Sketches/annotated-wireframe.png?width=720)

- **Identify** (band 5) — name what each element *is*.
- **Explain** (band 7) — its appearance *and* what it does / why it's placed there.
- **Justify** (band 9) — *why this choice over an alternative*, linked to your users and SRS.

The justify-level callout above ("a growing plant over a leaderboard, because competition raises stress") is the kind of reasoning that separates 7–8 from 9–10.

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## Tools

- **Excalidraw in Obsidian** (see IT to install) — has **wireframing libraries** (a UX/wireframe kit and a Lo-Fi kit) so you can drag in ready-made screen parts.
- **Paper and pencil** is completely fine — take a photo and commit it.

> [!IMPORTANT]
> If you paste a **real app's screenshot** into a sketch as reference, you must **credit it** — crediting assets is compulsory (see the format on the [Mood Boards](/sd/C04/Mood%20Boards) page). Your own drawn wireframes need no credit.

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## Your turn

1. Choose **2–3 key screens** of your software.
2. Sketch simple layouts — boxes and labels, low-fi.
3. **Label** important elements (search bar, save button, list…).
4. Show the **navigation** between screens.
5. **Annotate** — and push at least one annotation to the *justify* level (name the alternative you rejected and why).

Commit your sketches to GitHub and add them to your printed design pack.

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## Check Your Understanding

1. What two things does a design sketch show?
>| ### Answer
>| The **layout** (where elements go) and the **navigation** (how the user moves between screens).

2. Why sketch low-fi (rough) rather than detailed?
>| ### Answer
>| Rough sketches are fast to draw and fast to change, so you can try several layouts before committing — and you focus on layout/flow, not pixels.

3. Which annotation depth separates a 7–8 sketch from a 9–10 one?
>| ### Answer
>| **Justify** — explaining *why* a choice was made over an alternative, linked to your users/SRS (not just identifying or describing the element).

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## See also

- [Mind Mapping](/sd/C04/Mind%20Mapping) — the step before this one
- [Mood Boards](/sd/C04/Mood%20Boards) · [Brainstorming](/sd/C04/Brainstorming) · [C4-1 Checkpoint — Your Design Pack](/sd/C04/C4-1%20Checkpoint%20-%20Design%20Pack)

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