Craft · · 6 min read

How to label a UI sketch so the model stops guessing

A close crop of a dark UI wireframe with handwritten labels inside the boxes: nav, hero, pricing, CTA.

A labelled rectangle is an instruction. An unlabelled one is a guess. That is the whole method, and it is the largest single improvement we have measured on a generated screen.

Name the region, not the pixels

You do not need to annotate every element. You need to remove the guesses that would change the layout. A wide box at the top of a frame could be a navigation bar, a hero image, a banner or a table header. Write "nav" and three of those options disappear.

Three kinds of label that pay off

Component type: nav, hero, sidebar, card row, footer, empty state. The model has seen all of these. The label picks which one.

Real copy: the heading you actually want, the button that says "Start free", the price you intend to charge. Placeholder latin is a request for generic marketing.

A constraint on size: "full bleed", "sticky", "one column on mobile". These are cheap to write and expensive to reverse after the screen exists.

What not to label

Padding, exact hex values, font files. Those belong on the mood board and the design system, not in the sketch. The sketch decides hierarchy. The board decides feel.

Fifteen seconds

A frame with six words written in it consistently produces a more intentional design than the same frame with none. Start free and try it, or read how a labelled sketch becomes a UI.

Questions

Do I need to draw well?
No. Boxes are enough. Writing a word or two inside them is what changes the result.
What should I write in a box?
A component type, a piece of real copy, or a size constraint. Those three remove the guesses that would change the layout.

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