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1 | > **DRAFT** — under teacher review. |
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| 2 | ||||||||
| 3 | # Annotated Mock-up in Excalidraw — Reusable Template |
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| 4 | ||||||||
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5 | The Hamilton and Alexandra College · Year 12 · 2026 |
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6 | |||||||
| 7 | Setting up a fresh Excalidraw file from scratch each time costs 10+ minutes and often produces sparse, inconsistent annotations. This page gives you a standard starting point: a blank screen frame with labelled callout arrows and a dedicated annotation zone, so your time goes into the annotations themselves rather than the scaffolding. |
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| 8 | ||||||||
| 9 | --- |
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| 10 | ||||||||
| 11 | ## What an annotated mock-up needs |
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| 12 | ||||||||
| 13 | A VCE-compliant annotated mock-up is not just a sketch with some labels. It must show: |
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| 14 | ||||||||
| 15 | | Element | What it means | |
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| 16 | |---|---| |
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| 17 | | **Screen frame** | A bordered rectangle representing the UI window or mobile screen — makes the layout context clear | |
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| 18 | | **Labelled UI components** | Named elements (button, text field, label, image area) placed inside the frame | |
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| 19 | | **Callout arrows** | Lines or elbowed arrows from a UI element to an annotation box — not floating text | |
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| 20 | | **Annotation text** | A sentence or two per callout: *what* the element is, *how* it applies a design principle, and *why* that serves the user | |
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| 21 | | **Design principle named explicitly** | "Contrast" not "I used a colour" | |
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| 22 | ||||||||
| 23 | A rough sketch that labels what the screen contains (layout / structure) is a sketch. A mock-up adds the annotation layer that argues for design decisions. That distinction sits exactly at the 3–4 / 5–6 band boundary. |
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| 24 | ||||||||
| 25 | --- |
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| 26 | ||||||||
| 27 | ## Setting up the template in Excalidraw |
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| 28 | ||||||||
| 29 | ### Step 1 — Open a new file |
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| 30 | ||||||||
| 31 | Go to [excalidraw.com](https://excalidraw.com) and open a blank canvas, or use Excalidraw inside VS Code if your teacher has that set up. |
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| 32 | ||||||||
| 33 | ### Step 2 — Draw the screen frame |
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| 34 | ||||||||
| 35 | Use the **Rectangle** tool. Draw a large rectangle (roughly two-thirds of your canvas). This is your screen / application window. |
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| 36 | ||||||||
| 37 | - Set **stroke** to black, **fill** to white or light grey. |
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| 38 | - Add a label at the top: small text inside the rectangle top edge, e.g. `Main Menu — ClubTracker`. |
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| 39 | ||||||||
| 40 | ### Step 3 — Place UI components |
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| 41 | ||||||||
| 42 | Inside the screen frame, add rectangles or rounded rectangles for: |
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| 43 | ||||||||
| 44 | - Navigation bar (top strip) |
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| 45 | - Buttons (smaller rectangles with centred labels) |
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| 46 | - Text fields (narrow rectangles) |
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| 47 | - Image or chart area (rectangle with an X through it, or a placeholder label) |
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| 48 | ||||||||
| 49 | Keep components sparse at first — you can add more as you build your design. |
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| 50 | ||||||||
| 51 | ### Step 4 — Add the annotation zone |
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| 52 | ||||||||
| 53 | Draw a rectangle to the **right** or **below** the screen frame, roughly the same height or width. Label it `Annotation Zone`. This keeps your callout text from floating over the UI. |
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| 54 | ||||||||
| 55 | ### Step 5 — Add callout arrows |
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| 56 | ||||||||
| 57 | For each UI element you want to annotate: |
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| 58 | ||||||||
| 59 | 1. Select the **Arrow** tool; choose **elbow** style (right-angle corners look clean for callouts). |
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| 60 | 2. Click the UI element, drag to an empty spot in the annotation zone. |
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| 61 | 3. Add a text label on the arrow's endpoint (or use an attached text box). |
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| 62 | ||||||||
| 63 | ### Step 6 — Write annotation text |
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| 64 | ||||||||
| 65 | In each annotation box, write in full sentences. A minimum annotation for a 5–6 band: |
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| 66 | ||||||||
| 67 | > "The navigation bar is aligned to the top edge of the screen (Alignment). This placement matches the user's expectation of where navigation lives, reducing cognitive load and supporting usability." |
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| 68 | ||||||||
| 69 | For 7–8 or 9–10, also name the UX characteristic your design choice produces: |
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| 70 | ||||||||
| 71 | > "The high-contrast login button (Contrast, design principle) makes the primary action immediately visible, improving affordance (UX characteristic) for first-time users." |
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| 72 | ||||||||
| 73 | --- |
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| 74 | ||||||||
| 75 | ## Standard annotation structure (copy and fill in) |
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| 76 | ||||||||
| 77 | ``` |
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| 78 | [Design principle name]: [What element you applied it to] |
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| 79 | → Appearance / functionality: [one sentence describing the visual or behavioural choice] |
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| 80 | → Why it helps the user: [one sentence connecting to user need or UX outcome] |
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| 81 | ``` |
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| 82 | ||||||||
| 83 | Example filled in: |
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| 84 | ||||||||
| 85 | ``` |
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| 86 | Contrast: Login button vs background |
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| 87 | → Appearance: Button uses dark blue (#1a56db) against a white background, with white button text. |
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| 88 | → Why it helps the user: The high contrast makes the primary action visible at a glance, |
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| 89 | supporting affordance — users immediately know what to click. |
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| 90 | ``` |
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| 91 | ||||||||
| 92 | --- |
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| 93 | ||||||||
| 94 | ## Saving your template |
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| 95 | ||||||||
| 96 | Once your blank screen frame, annotation zone, and one sample callout are set up: |
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| 97 | ||||||||
| 98 | 1. Press **Ctrl+A** (select all) then **Ctrl+C** (copy). |
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| 99 | 2. Open a new Excalidraw file for your next screen. |
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| 100 | 3. **Ctrl+V** to paste the scaffold in and start fresh for that screen. |
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| 101 | ||||||||
| 102 | Alternatively, save the blank file and duplicate it in your file system for each new screen you need to annotate. |
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| 103 | ||||||||
| 104 | --- |
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| 105 | ||||||||
| 106 | ## Common mistakes |
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| 107 | ||||||||
| 108 | - **Floating text labels** — typing a label directly on the canvas with no arrow is not a callout annotation. Use arrow → annotation box. |
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| 109 | - **Design principle not named** — "I made the button blue for visibility" does not name a principle. Write "Contrast" explicitly. |
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| 110 | - **Annotation zone inside the screen frame** — this makes the mock-up unreadable. Keep annotations outside the frame. |
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| 111 | - **One annotation for the whole screen** — VCAA expects multiple design decisions documented. Aim for at least three distinct callouts per screen. |
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| 112 | ||||||||
| 113 | --- |
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| 114 | ||||||||
| 115 | ## See also |
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| 116 | ||||||||
| 117 | - [Design Principles vs UX Characteristics](/sd/C05/Design%20Principles%20vs%20UX%20Characteristics) — which list each term belongs to |
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| 118 | - [C05 Resources](/sd/Resources/C05-Resources) — external reading on design principles and mock-up fidelity |
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| 119 | ||||||||
| 120 | --- |
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| 121 | ||||||||
| 122 | ← Back to [C05 Home](/sd/C05/C05-home) · [VCE Software Development Hub](/sd/VCE%20Software%20Development%20Hub) |
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