Sketch ideas, fast.
Also called: Concept sketching · Ideation drawing · Thumbnail sketches · Form exploration
Drawing the chosen concept many times, quickly and roughly, to explore its form and decide how it works before any CAD.
Sketching is thinking on paper, not art. Do twenty rough drawings, not one careful one. Annotate them, compare them, let them settle the proportions and layout. Then take the decisions, not the prettiest picture, into CAD.
What sketching ideas is
Sketching ideas is drawing the concept you chose, again and again, fast and rough, to work out what it should look like and how it should behave. It is not art. Nobody marks it. A wobbly box with a knob scribbled on the front teaches you more about where that knob belongs than an hour spent shading a single clean rendering. If you can draw a recognisable kettle, you can do this.
The reason it matters is that a sketch is the cheapest place to be wrong. Move a control on paper and it costs a pencil stroke. Move it in CAD and it costs an afternoon. Move it in tooling and it costs real money. So the job here is to make every cheap mistake on paper first, where they are quick to fix and quicker to throw away.
I tell people to set a timer and aim for quantity. The first three sketches are always the obvious answer; the interesting ones turn up around number eight, once your hand has stopped being precious and started exploring. One drawing makes you defend it. Twenty drawings make you choose.
How the proofing box took shape on paper
Here is a single sketch pass on the proofing box, the double-wall ceramic tub that runs through our pilot, so you can see the shape of a working pass rather than a generic template.
The two ways people approach this pull in opposite directions. One leaves you with a lovely picture and no decisions; the other leaves you with answers and a messy desk.
- An hour shading a single careful drawing.
- So much effort invested that you defend it instead of testing it.
- No annotations, so it answers no questions.
- Looks finished, decides nothing.
- Twenty rough thumbnails in the same hour.
- Cheap to draw, so cheap to throw away.
- Notes all over each one, recording what it decided.
- Looks scruffy, settles real questions.
If you only take one thing from this page, take this: the value is in the annotations and the comparing, not the linework. A page of arrows and scribbled notes beats a gallery-ready drawing every single time.
How it fits the bigger picture
Sketch Ideas is activity 06.10.02 in the framework, sitting inside Stage 06 Design. It feeds straight into define brand (06.10.03), where the chosen form and its character start to inform the look, tone and name the product will carry to market.
What it can do
It lets you explore a dozen versions of the form for the cost of a pencil, and it forces the awkward use questions, like lifting a lid one-handed with dough in the other, out into the open before they are baked into geometry. It turns “I think it should look like this” into “here are the three I tried and here is why this one won.”
What it can’t do
It can’t give you dimensions, tolerances or anything you can hand to a maker. A sketch is a decision, not a drawing-for-manufacture. It also can’t prove the form works in three dimensions; that is what CAD and, later, a physical mock-up are for. Sketching narrows the choices; it does not confirm them.
See the full 10-stage process →
Try it yourself
Take the concept you chose and grab any paper to hand. Set a timer for thirty minutes and draw it twenty times, small and rough. Do not erase, do not shade, do not start over. On each one, scribble a note about the thing you are testing: where a control sits, how a hand reaches it, what gets in the way. When the new sketches stop changing your mind, you have your answer. Then, and only then, open CAD.
Not sure your concept is solid enough to sketch yet? Start the Free Sprint → and the GPT will help you firm it up first.
Your sketching checklist
Project notes: thinking on paper
▸ From the notebook · optional reading
Project notes: the one-handed lid
Dan was sure he couldn’t draw. An hour of rough thumbnails settled the lid handle and the control layout before a single line of CAD.
3 min read · click to open
When I sat Dan and Anna Hartley down at their kitchen table in Stockport with a pad of paper, Dan’s first words were “I can’t draw.” I told him that was fine, because we weren’t drawing, we were thinking on paper. Nobody was going to grade the kettle.
We pushed for quantity. Twenty quick thumbnails of the double-wall ceramic tub in the first half hour, knobs and lids scribbled on, none of them pretty. The first handful were the obvious answer: a control panel down the front, a flat lid. Then the questions started writing themselves in the margins.
The sketch that decided the handle
The one that earned its keep was a scruffy side view where Anna had drawn a hand lifting the lid. “That’s the problem,” she said. “My other hand is full of dough. I can’t use two hands and I can’t put the dough down.” A flat lid needs a pinch grip with two fingers and a thumb. With a floured, doughy hand, that fails.
So we sketched the lid handle six more ways in about ten minutes. A raised loop that a whole hand can hook under won. We also moved the rotary knob and the OLED from a split layout onto one front face, because a baker checking the temperature mid-lift wants one place to look, not two. None of this needed CAD. It needed a pencil and an hour.
What the hour saved
By the time the ceramic shell went to the Stoke-on-Trent maker for tooling, the form was settled and the use questions were answered. The pad of thumbnails cost an hour and a sheet of paper. Reworking a one-handed lid after the first ceramic prototype would have cost a fortnight and a chunk of the £149 product’s thin margin. Dan still says he can’t draw. He is wrong; he just thinks drawing has to be tidy.
— Design stage, project notes, 2026
— Next in Design → Define brand
