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Test the shape of an idea before the polish.

Sketch the structure of a screen with boxes, labels and notes. Keep the conversation on the user’s next step while changes are still easy.

Hosts sign up. Guests join with a name.

A UX designer sketching wireframes while a colleague reviews them.
Illustrative scene, created with AI.

Keep it rough enough to change.

1

Pick the user’s job

Write what the person is trying to achieve on this screen. Start with the content and action that matter most.

2

Sketch the structure

Use simple shapes for navigation, content and controls. Label them clearly instead of spending time on visual finish.

3

Walk through the decision

Ask someone to explain what they would do next. Add notes where the order, wording or information needs work.

An example session

Explore a clearer request form

Sketch three areas: the request goal, essential context and the next step after submission. Ask the people who receive requests which information they need before they can start.

Take an agreed information structure into your design or development tool.

WireframesExample board
Low-fidelity screen sketch, shown as an example board rather than a working interface.

A little more detail.

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Are these interactive prototypes?

No. These are low-fidelity drawings made from board objects. They do not behave like a live website, form or clickable prototype.

Can we compare several layouts?

Yes. Put alternative sketches side by side and annotate the trade-offs before choosing a direction.

Bring the next conversation
onto a board.

Start with 3 free live boards. Invite your participants through a link.

Start free