Free · 6 min read

Drawing for designers: do you need it and where to start

Do designers need to draw, and what kind of drawing helps: interface sketches, storyboards, daily exercises and where to start if you think you “can't draw”.

  • Which designers need drawing and which don't
  • A simple visual vocabulary for interface sketches
  • Short daily exercises for your hand
Get feedback on your sketch
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The plan, step by step

  1. 1

    Step 1

    Work out what kind of drawing you need

  2. 2

    Step 2

    Learn a simple sketching vocabulary

  3. 3

    Step 3

    Sketch options, not a single idea

  4. 4

    Step 4

    Learn to draw a scenario

  5. 5

    Step 5

    Train your hand every day

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This guide is for you if you

  • Think you “can't draw”

    You want to get into design but worry you won't make it without an art education.

  • Go straight to Figma

    You start every task in pixels and polish your very first idea because you never sketched alternatives.

  • Want to draw better

    You're interested in illustration or graphic design and need to know which practice to start with.

In short

  • UI/UX design needs sketching, not fine art: showing an idea quickly with rectangles, lines and arrows.
  • A sketch should be clear, not pretty. Messiness in the early stages is normal.
  • A few conventions for buttons, images and text let you think about the idea instead of how to draw it.
  • Illustrators and graphic designers need drawing far more, and they build it through regular practice.
  • Start with paper and a pen, and draw a little but regularly.

The plan, step by step

  1. 1

    Step 1

    Work out what kind of drawing you need

    “Designer” is too broad a word, and drawing requirements vary a lot:

    • UI/UX design: the key skill is sketching, roughing out a screen, flow or diagram to discuss an idea. Fine-art drawing isn't required;
    • graphic design: you'll need a feel for form, composition and color; drawing helps, especially for logos and brand identity;
    • illustration: here drawing is the core skill, and regular drawing practice is a must.

    💡 If you're heading into interfaces, “I can't draw” is no reason to delay. How to get started in UI/UX is in How to become a UI/UX designer from scratch.

  2. 2

    Step 2

    Learn a simple sketching vocabulary

    Nielsen Norman Group writes that even people with limited drawing abilities can learn to sketch wireframes once they learn a few common conventions. Then you think about the idea rather than how to draw it. The basic set:

    • a rectangle: a screen, block, card or navigation;
    • a rectangle with a cross: an image or photo;
    • thin horizontal lines: body text; thicker lines are headings;
    • a rectangle with a line or arrow: a button that takes the user somewhere; add a label for the main call to action;
    • a square or circle with a line next to it: a checkbox or radio button with its label.

    💡 NN/g recommends constraints that stop you fussing over details: a thick marker, a timer and a small sheet. A fine pen tempts you to draw every detail.

    Sketches are fine to share

    In the community, sharing early ideas and sketches is normal: that way feedback comes before you spend a week on a mockup. It's free.

    Get feedback on your sketch

    Free. 1,504 designers are already in the community.

  3. 3

    Step 3

    Sketch options, not a single idea

    The most useful thing sketching does for a designer is let you run through many solutions before drawing one properly. Try Crazy 8's from Google's Design Sprint method: fold a sheet into eight sections, set a timer for eight minutes and sketch one idea in each section.

    • the first idea is often the least original; the exercise pushes you past it;
    • sketches don't need to be pretty; what matters is that the idea is clear;
    • when the timer goes off, pick the two or three strongest, and only then move to Figma.

    💡 Use a familiar screen for the exercise: an app login, a cart or a profile. Eight versions of one screen quickly show how many solutions you'd been skipping.

  4. 4

    Step 4

    Learn to draw a scenario

    A single screen is only part of the story. A storyboard shows how a person uses a product in a real situation. According to NN/g, every storyboard has three elements: a specific scenario, visuals and captions. The visuals can be simple: a person made of a circle and lines, a rectangle phone, a screen sketch and speech bubbles.

    • start with a one-sentence scenario: who the user is and what they need;
    • break it into a few frames: situation, problem, action with the product, result;
    • under each frame, write one sentence about what's happening.
    Shy about showing your sketches? Ask the community how others do it →
  5. 5

    Step 5

    Train your hand every day

    Your hand learns like any other skill: regularly and in small doses. Set aside a little time every day and alternate exercises:

    • straight lines, circles and rectangles freehand, for a confident stroke;
    • sketch a screen of your favorite app from memory, then compare it with the original;
    • quick sketches of objects around you, if you're interested in illustration or graphic design;
    • one Crazy 8's session a week on a new task.

    💡 Photograph your sketches and keep them in one folder: after a month you'll see the difference yourself. You can also show them in the community and ask whether the idea is clear without explanation.

You're not alone with these questions

We counted what people ask about most in our community. Learning and courses are the number one topic, and newcomers constantly ask where to start and what to learn first.

You're not alone with these questions
Learning and courses938
Portfolio and case studies705
Figma647
AI tools380
Jobs and vacancies314
UX research131

Messages by topic in Spaceberry Community, July 2024 — November 2026. Keyword search.

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Get feedback on your sketch

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How to join: 1 minute

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    Introduce yourself

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Questions and answers

Didn't find your answer? Ask it in the community.

Can I become a UI/UX designer if I can't draw?

Yes. Interface design needs sketching, the ability to show an idea quickly with simple shapes, and that comes from practice, not talent. Understanding users, composition and typography and knowing Figma matter more. Start with a simple sketching vocabulary of rectangles, lines and arrows, and within a few exercises you'll be able to show other people a screen idea.

Do I need an art education?

For UI/UX, no. For illustration it can help, but what matters most is regular drawing practice and a portfolio that shows your level. Employers and clients look at your work and at how you explain your decisions, and interface sketching needs only a few conventions and practice.

Do I need a drawing tablet?

For interface sketches, no: paper and a pen are ideal, because you can rough out several options fast without getting stuck on details. You'll need a tablet if you want to do digital illustration or lettering. Our guide on [choosing a graphics tablet](/en/guides/graphics-tablet) helps you pick a first one.

How long does it take to learn to sketch?

There's no universal timeline: it depends on how regularly you practice. Wireframe and scenario sketches get more confident with every exercise, while fine-art drawing for illustration is a much longer road. Photograph your sketches and keep them in one folder: you'll see the progress yourself and notice when your hand stops getting in the way of your thinking.

Is the Spaceberry community paid?

No, Spaceberry Community is free. It's run by Spaceberry Foundation, a non-profit organization. All you need to join is a Telegram account. In the chat you can ask questions, share your work for feedback and take part in design games: the same brief for everyone, a deadline and a community vote. Conversations are in Ukrainian.