UI/UX Product Designer · Focus area 2: Journeys and information architecture
UX5: Sketches, wireframes and forms
Goal: explore ideas quickly with sketches, turn the best into wireframes with a clear hierarchy, lay screens out for phones first, design forms that people complete without mistakes, and improve designs through critique.
You'll need: UX1 to UX4, Module 13 (Forms and Inputs), Module 15 (Page Layouts), Module 16 (Responsive Websites), paper and a pen, and the SehatSlot practice kit.
Where this is used: before anyone builds or polishes a screen, designers try several layouts on paper, pick the strongest, and draw it in grey boxes so the team can agree on content and order. Most of the design decisions that matter are made at this stage.
How it differs: high-fidelity design (UX6, UX8) decides how things look. Wireframes deliberately leave out colour and style, so people discuss structure, priority and content instead of taste.
Time: reading about 2 hours · practice (the Try it tasks) about 3 hours · assignment about 3 hours.
Lessons
- 1Sketching many ideasReading 15–25 minutes, plus practice✓
- 2Wireframes and visual hierarchyReading 15–25 minutes, plus practice✓
- 3Mobile-first and responsive layoutReading 15–25 minutes, plus practice✓
- 4Forms that people completeReading 15–25 minutes, plus practice✓
- 5Critique and iterationReading 15–25 minutes, plus practice✓
🛠️Assignment: Wireframe SehatSlot's booking journey
- Sketch at least three different ideas for choosing a time and pick one using the problem statement.
- Wireframe the four screens (search, choose a time, details, confirmation) with real content and annotations.
- Check the wireframes at 320 pixels wide, and note the content order on a phone.
- Design the details form: fields, labels, hints, input types, error messages and the error summary.
- Get feedback from one person using the critique format, and write a change log for your next version.
Self-check before you finish:
- [ ] One primary action per screen.
- [ ] Every field has a visible label, and the phone field has a hint.
- [ ] Every error says what to do.
- [ ] Each change in your log names the finding it answers.
✅Module check
Explain in a few sentences, in your own words:
How do you go from a problem to a layout that works on a phone?
Show a good answer
A good answer mentions: sketching several truly different ideas and choosing with the problem statement; wireframes with real content, one primary action and a clear hierarchy; mobile-first layouts that reflow at 320 pixels; forms with visible labels, the right input types, accepted formats, worded errors with a summary and kept input; and critique tied to goals, leading to tested iterations recorded in a change log.
📚Official references
Official documentation and guidance for this module's topics, chosen on 2 November 2026. Tools, laws and standards change, so check the current version before you rely on a detail. If a link has moved, search the same site.
📝Module quiz
10 questions · 10 marks each · 100 marks in all · pass mark 70% · retry as often as you like ·
