Lesson 6 — Feb 15 : User Flow/Sketches

User flows are simple diagrams that illustrate the steps involved in achieving a goal. A user flow is like looking at directions from point A to point B. You can see which routes to take, where to turn and the miles it takes to get there. These specifics help you get to your destination with efficiency. This low level view allows you to feel how much time and effort it takes to complete a task.


When you sketch, you are trying to get a basic concept of how the app will work in user interface form. There are many ways you could craft an interface concept. But here you are trying to figure out what those ways are and which way works best. There is a lot of quick and dirty thinking that happens from pen to paper. The specifics of the user interface aren’t important here. What matters most is understanding.

Scenario : User logging in the mobile app for first time. Follow the yellow clicks from left to right.

Sketching Always Comes Before Wireframing

Many designers have different processes for how they work. Some might skip sketching and jump straight to wireframes. Some might skip wireframing and jump straight to mockups. But when you skip one or the either, you lose a lot of conceptual detail and refinement. The interface suffers because it enters into a stage prematurely and isn’t thoroughly refined.

Sketching sets the tone for the rest of the design process. It’s key in crafting the user experience and communicating it to others. You may think you don’t need to sketch because you already know how you want the interface to look. But when you actually start sketching, you’ll realize that the path that you were so set on might not work the best. Sketching allows you to entertain all the possibilities of what your interface could become. Where you go from there is completely up to you.

One clap, two clap, three clap, forty?

By clapping more or less, you can signal to us which stories really stand out.