Back to all posts

Tips on adding charts and graphs into your Sketch designs

As a designer of numerous web and mobile applications that require different types of data to be summarized and presented in the clearest possible way, I’ve spent more than 2,000 hours designing in Sketch since making the switch from Adobe Fireworks. Most of that time was spent messing around with the visuals of tables, line charts, pie charts and other graphs.

In this article I want to share my insights and some time saving techniques for use when designing data-heavy interfaces with Sketch.

Creating Pie & Donut Charts

One of the most common chart type used to illustrate numerical proportions is the pie chart. While simple in theory, it is sometimes a bit tricky to design, especially when real-life data needs to be used. I currently use two different techniques, each of which has its advantages.

Segmented Circles Plugin

The first technique requires the amazing Sketch Plugin “Segmented Circles” built by German Bauer. It is, by far, the most advanced plugin I have come across for generating different types of pie charts within seconds. Since all segment values are entered into a single text field, one can simply copy and paste real data directly, e.g., from Excel.

Segmented Charts in Sketch

Abusing Angular Gradients

I have to admit that this technique is a bit messy – but it’s incredibly useful when you need many pie charts of the same style and want to change the values of the slices quickly without the need to redraw the entire chart.

Simply add a circle and apply an angular gradient as the background. Then add two hard color-stops for each segment and align them accordingly. This is great for quickly duplicating charts, as you can simply copy and paste the style onto each circle and then adjust the color stops.

Creating Line Charts

Line charts are involved in pretty much any analytics-related interface design, as they are one of the best available options for presenting a series of data points. They can, however, be beasts to design and maintain, as detailed line charts can easily grow to hundreds of layers and groups. In order to keep all these layers structured – including the line grid, legends, marker points and graphs – organization and simplification is key.

Use Numbers or Excel

This is amazing since it saves an enormous amount of time “faking“ a nice looking graph within Sketch and allows you to design with real data. Just use your favorite spreadsheet application to create a line chart and export it as a PDF. When opening the PDF with Sketch, you can select each individual element of the chart, since they are all exported as vector graphics and organized in layer groups.

– dropping a PDF exported by Numbers into Sketch.

If you don’t have a set of data ready to create a diagram within Numbers or Excel, simply generate a random set of numbers using the RANDBETWEEN function.

Create symbols for points and shared styles for lines

Since the most annoying part of customizing line charts has always been finding and selecting the correct layers to adjust, it’s a good idea to automize that step as much as possible by creating symbols for each variation of data point as well as shared styles for each colored line. In this way, you can update aspects like color and border width for all charts in the design simply by updating the symbol or shared style.

Make it resizable!

Since Sketch version 39, it has been possible to create actual responsive designs that scale up and down like magic, without distorted elements. Applying resizing rules to the elements of a line chart is a good idea when there’s a possibility that the dimensions of the parent container might some day change.

Resize rules for a complex graph

– how to correctly assign resize rules to specific elements.

Distribute layers and vector points

– stop wasting your time calculating spacing between elements and just let Sketch do the math.

When drawing a line chart manually, use the vertical and horizontal distribution function to distribute the data points, lines for the x-axis, and all the labels such that they have an even amount of space in between them.

Tables

Designing tables can often turn into a real nightmare, with the need to create and organize hundreds of text and vector layers for cell data, and row, column, and border styles. Whenever we need to add or remove a column, change the width of the table or of a specific column, or change cell data – it always affects all the other elements of the table and we spend way too much time fixing visuals after small changes… until now.

Since Sketch version 39, just like with graphs, we can now resize tables seamlessly by assigning resize rules to each cell and the containing elements. In addition, it makes sense to structure table rows in a specific way and heavily use shared styles to make updating and changing the content and visual styling easier and faster.

Organizing cells and rows

To make resize rules work correctly, all the containing elements, such as text, buttons, cell background and borders, need to be grouped together.

Cell backgrounds as well as the cell text layer should be set to “Resize object”, while elements (like sort indicator arrows) that need be pinned to the left or right border should be set to “Pin to corner”.

Reduce the amount of layers

Creating table borders by using box shadows

– one layer with multiple inner shadows to create the cell borders.

The fewer layers we need to deal with the better. I usually try to limit them to two layers per table cell – one for the text and one for background and border effects. To create border lines between rows and columns, I use inner 1px shadows with Blur set to 0. This has two advantages: there’s no need to add additional layers to create borders, and you can use shared styles for all table cells, which allows you to change something like border color or cell background effects with one click for all the cells.

Generating Content

The most time-consuming task when designing a table is filling each row with individual data. With Craft, a Sketch integration by inVision, we can automate that task completely.

Fill cells with random data

To fill each cell with random data, create one row, select each text layer and assign one of the various data formats from the Craft Data panel. Then select the row group and open the Craft Duplicate panel and choose the amount of rows you want to create. Craft clones the row X times and inserts randomly generated but individual content.

– creating a table with random, but individual data in each cell within under a minute.

Fill cells with real data from your API

When working on designs for, e.g., a web or iOS application that already has a database and an API that serves content via JSON, you can import real data through the Craft data panel.

If the API is public, you can simply import JSON by inserting the URL for an API call. If the API requires a key or authentication, you will need to download a JSON file and import it manually, since the Sketch integration does not yet support authentication.

Filling table with JSON data

– selecting a field in the Craft JSON viewer.

After successfully importing the JSON data, select a text layer and then assign a JSON value from the data tree view. Repeat this for each cell and then proceed with duplicating the row as often as you need. When duplicating rows via the Duplicate panel, Craft will fill each table cell with real data from your API.

This article was originally posted at:
http://ivomynttinen.com/blog/designing-data-with-sketch

Can we take you from stuck to unstuck?

We'd love to hear from you

Product Design

The ‘Product’ is the website, service, application, interactive thing being worked on by the business. The practice of Product Design is similar in a lot of ways to UX Design. It involves the coming together of many specific design disciplines...

Call to action (CTA)

A call to action is a marketing term that refers to a prompt that invokes a response leading to a sale. When referring to a call to action (CTA) in the digital design world we usually mean the interactive element that leads to the next step in the experience - something that needs to be clicked or tapped.

User testing

User testing refers to a technique used in the design process to evaluate a product, feature or prototype with real users. There are several reasons why you might want to undergo usability testing, the most common is that it allows the design team to identify friction in a user experience they are designing, so that it can be addressed before being built or deployed.

WYSIWYG

WYSIWYG (pronounced WIZ-ee-wig) is an acronym for "What You See Is What You Get". It helps identify an an interface that allows user input resulting in an output that is rendered in a similar way. For example; a word processor application interface might resemble a piece of paper,so when printed the user can see how the output will appear.

Content Management System

A content management system (CMS) is an tool that allows a website editor/administrator to manage the content that is displayed. Websites are made of HTML and CSS to create pages. Pages can be hard-coded but would require technical development skills to make changes. A CMS usually allows a person without coding knowledge to amend existing and add new content to a website using a WYSIWYG interface.

Responsive Web Design

Responsive web design refers to a web page that dynamically adapts its layout to fit the size and orientation of the device on which it is viewed. A responsive design allows for a more optimised user experience across desktop and laptop computers as well as smartphones and tablets of varying sizes.

User Stories

User stories allow the functionality of a product or service to be expressed as written descriptions of an experience as seen from the users perspective. The writing of user stories creates a list of design and development tasks to complete in order to create any required functionality.

User Interface

A user interface (UI) is a conduit between human and computer interaction - the space where a user will interact with a computer or machine to complete tasks. The purpose of a UI is to enable a user to effectively control a computer or machine they are interacting with, and for feedback to be received in order to communicate effective completion of tasks.

Personas

A persona in UX Design is the characterisation of a user who represents a segment of your target audience. On a project you might create any number of personas to be representative of a range of user needs and desires. The solutions you design must answer these needs in order to deliver value to your target audience.

Card sorting

A great, reliable, inexpensive method for discovering patterns in how users would expect to find content or functionality. Card sorting is used to test the taxonomy of data with a group of subjects, usually to help inform the creation of the information architecture, user flow, or menu structure on a project.

Brainstorming

A technique used to generate ideas around a specific topic. Often done in groups, but can be done individuals. The process usually involves writing down all ideas around a topic onto paper, a whiteboard or stickies often implying some kind of association.

Minimum Viable Product

An MVP is a product that has the minimum set of features to prove the most essential hypothesis for a product. Businesses building a new product can create a Minimum Viable Product to prove that an idea is viable and warrants further investment. A further benefit being that the next stage of development can be informed by feedback obtained from testing that MVP.

Sitemap

A sitemap is a diagrammatic representation of a hierarchical system. It usually depicts the parent-sibling relationship between pages in a website, showing how sub pages might be arranged underneath their parent groupings. This arrangement forms a map of the site.

User journey

A user journey represents a sequence of events or experiences a user might encounter while using a product or service. A user journey can be mapped or designed to show the steps and choices presented as interactions, and the resulting actions.

Prototype

A prototype is draft representation built to test ideas for layout, behaviour and flow in a system. Prototypes are an indispensable tool for resolving a large number of potential issues in a concept or business before too many resources are deployed to put a design into production.

Wireframes

A Wireframe is a visual schematic that conveys a basic level of communication, structure and behaviour during the design of a system. Wireframes are low-fidelity designs that bypass including a detailed user interface or visual design, conveying just enough to get across the core idea.

Usability

To say something is usable is a qualitative statement about how easy that thing is to use. Usability is an assessment of how learnable a system is and how easy a user finds it to use. The usability of a system or product is a key factor in determining whether the user experience is a good one.

Information Architecture

Information architecture is the design and organisation of content, pages and data into a structure that aids users understanding of a system. A more organised system enables users to more easily find the information they require and complete the intended tasks.

UI Design

User Interface Design is the discipline of designing software interfaces for devices, ideally with a focus on maximising efficiency, responsiveness and aesthetics to foster a good user experience.

UX Design

The practice of User Experience (UX) Design is the coming together of many specific design related disciplines to improve the usability, responsiveness, uptake and aesthetics of a product or service.

User Experience

A general term that covers all aspects of a user's participation while engaging with something that has been designed. Usually when talking about User Experience in the digital design field it refers to the interactions, reactions, emotions and perceptions while using an app, service, website or product.