PRODUCT BUILDERJakub KulhanJK
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Sketching

Exploring solution ideas through fast, rough drawings before committing to any direction. Sketching externalises thinking – making abstract ideas tangible enough to critique, compare, and discard – without the investment of a real prototype. The goal is volume and speed, not visual quality.

Solution DiscoveryPMDesignerProduct Builder
Sketching
ACTIVITIES

What you need to do

The practical activities and techniques you need to master – what to practice, what to get good at, and what to keep doing.

Fat marker sketching

Sketch UI concepts with deliberately thick strokes so fine detail is impossible to add. A fat marker forces you to communicate layout, hierarchy, and flow without getting pulled into pixel-level decisions. Ryan Singer (Shape Up): 'If you start with wireframes or specific visual layouts, you'll get stuck on unnecessary details and won't be able to explore as broadly as you need to.'

Breadboarding user flows

Map flows using only words and arrows – no visual design at all. Three elements: Places (screens or dialogs), Affordances (buttons, fields, interface copy), and Connection lines showing how affordances take the user from place to place. Breadboarding lets you play out an idea and judge whether the sequence of actions serves the use case – without debating colors, layout, or spacing.

Storyboarding user scenarios

Draw sequential panels showing a user's experience across time – the context before, during, and after interacting with your product. Each panel has a simple visual and a short caption describing the user's actions, environment, and emotional state. Storyboards reveal gaps that screen-level sketches miss: where does the user come from? What happens after they close the app?

Whiteboard sketching as a team

Grab the whole trio – PM, designer, engineer – and sketch together at a whiteboard. One person draws, others challenge and build on the idea in real time. The shared physical space forces alignment faster than any document. Whiteboards are disposable by nature, which keeps the fidelity low and the pace high. This is where the best ideas emerge – not in solo work, but in the energy of three perspectives colliding.

Idea selection and dot voting

After generating dozens of sketches, the team needs to converge. Dot voting gives each person a fixed number of votes to place on their preferred ideas – silently, to prevent groupthink and the HIPPO effect (Highest Paid Person's Opinion). Follow with structured critique of top-voted ideas before committing. Selection is as important as generation.

KEY FRAMEWORKS

Frameworks to know

The mental models and structured approaches that guide how you think about this skill – not rules to follow, but lenses to see through.

Design Sprint (Jake Knapp)

A structured 5-day process – Map, Sketch, Decide, Prototype, Test – where sketching drives the entire solution phase on day two. Each person sketches individually (no group brainstorming), then the team converges through structured critique and dot voting. The Sprint format proves that you can go from problem to tested prototype in a week – and that sketching, not discussion, is the fastest path to concrete solutions.

Mind mapping

A visual thinking technique for exploring solution space before committing to any direction. Start with the core problem in the center and branch outward – related concepts, constraints, user needs, technical possibilities, analogies from other products. Mind maps make the invisible connections between ideas visible. The structured divergence helps teams find the most promising areas to sketch first, and the visual format ensures everyone sees the same landscape of possibilities.

THE PRODUCT BUILDER WAY

Good vs. bad

Common mistakes paired with what experienced practitioners do instead – and why the product builder approach changes the game.

Starting in Figma
Jumping straight to high-fidelity tools. Every pixel decision slows down exploration and creates attachment to the first idea.
Starting on paper or at the whiteboard
Pen and paper, tablet with a stylus, or a whiteboard with the team. Explore 10 directions in the time it takes to set up one Figma frame.
One idea, fully developed
Spending an hour perfecting a single concept. You fall in love with it before knowing if it's the right direction.
Many ideas, deliberately rough
Sketch multiple directions in quick succession. Volume beats polish at this stage – the goal is options, not answers.
Only designers sketch
PMs describe ideas in words, engineers wait for specs. The people closest to constraints and user needs aren't contributing visually.
Everyone sketches
PMs, designers, and engineers all put pen to paper. You don't need drawing skill – stick figures and arrows communicate ideas.
Wireframes as the starting point
Too much detail too early. Wireframes create the illusion of progress while locking in layout decisions that should still be open.
Breadboards and fat markers first
Deliberately coarse tools force you to focus on flow and structure. Detail comes later, when you know the concept is right.
Group brainstorming
Shouting ideas in a room. The loudest voice wins, introverts disengage, and the group converges on the first idea mentioned.
Sketch alone, critique together
Individual sketching followed by structured review. Everyone generates independently, then the team evaluates collectively.
Sketches as deliverables
Treating rough sketches as specs that need sign-off. Adding detail to make them 'presentable' defeats the purpose.
Sketches as thinking tools
Sketches exist to externalize ideas, compare options, and make decisions. They're disposable by design – the decision matters, not the drawing.

Most product teams skip sketching entirely. They go from a problem statement straight to Figma, or worse, straight to code. The result is predictable: they build the first idea that comes to mind, discover its flaws halfway through implementation, and either ship something mediocre or start over. Ten minutes of sketching prevents weeks of rework.

The product builder advantage is that the same person who talks to users, sketches solutions, and writes code can iterate in minutes instead of days. No handoff between 'the person who had the idea' and 'the person who draws it' and 'the person who builds it.' You sketch a breadboard, realize the flow has a dead end, redraw it, and move on – all in one sitting.

My favorite way to sketch is standing at a whiteboard with the team. One person draws, others jump in, challenge the flow, suggest alternatives. A tablet with Apple Pencil or Samsung S Pen works just as well when you're remote or want to keep the sketch digital from the start. The tool doesn't matter – what matters is that everyone sees the same thing at the same time and can react immediately.

AI is changing what sketching means. You don't need to draw well – you never did, but now you really don't. Describe a concept to Claude or ChatGPT, get back a structured description or even a code prototype, evaluate it, and iterate. The skill isn't drawing. The skill is generating options fast enough that you can compare them before committing.

The most underrated sketching technique is breadboarding. No visual design at all – just words and arrows showing places, affordances, and connections. It strips away every aesthetic decision and forces you to think about what the product actually does. I use it more than any other technique because it works for PMs, designers, and engineers equally.