Sketching User Experiences: The Workbook

1st Edition

Print ISBN: 9780123819598
eBook ISBN: 9780123819611
Imprint: Morgan Kaufmann
Published Date: 13th December 2011
Page Count: 272
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12.99 + applicable tax
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Sketching Working Experience: The Workbook provides information about the step-by-step process of the different sketching techniques. It offers methods called design thinking, as a way to think as a user, and sketching, a way to think as a designer. User-experience designers are designers who sketch based on their actions, interactions, and experiences. The book discusses the differences between the normal ways to sketch and sketching used by user-experience designers. It also describes some motivation on why a person should sketch and introduces the sketchbook. The book reviews the different sketching methods and the modules that contain a particular sketching method. It also explains how the sketching methods are used.
Readers who are interested in learning, understanding, practicing, and teaching experience design, information design, interface design, and information architecture will find this book relevant.

Key Features

  • Features standalone modules detailing methods and exercises for practitioners who want to learn and develop their sketching skills
  • Extremely practical, with illustrated examples detailing all steps on how to do a method
  • Excellent for individual learning, for classrooms, and for a team that wants to develop a culture of design practice
  • Perfect complement to Buxton’s Sketching User Experience or any UX text



Students, professors, and professionals from multiple disciplines; Computer Science, Industrial Design, Digital Media Design, Cognitive Science, Fine Art etc.; User experience community (Information Architects, Interface Designers, Interaction Designers, Usability engineers, etc.); Computer Scientist specializing in HCI and/or Information Visualization; Arts and Industrial Design community (Graphic Designers, Web Designers, Information Designers, Product Designers, Industrial Designers); Product Managers, Creative Directors, etc.

Table of Contents

Preface: How We Got Together to Write this Book


Section 1: Getting into the Mood

Chapter 1: Introduction

Chapter 2: Introduction: Sketching the User Experience

What This Book is About

Companion Book

Why Sketch?

Structure of This Book

Chapter 3: Why Should I Sketch?: A Synopsis of Buxton’s Sketching User Experiences: Getting the Design Right and the Right Design

Sketching is About Design

Getting the Design Right

Getting the Right Design

Elaboration and Reduction

The Design Funnel

The Product View

You Now Know

Chapter 4: The Sketchbook: Your Basic Resource for Recording, Developing, Showing and Archiving Ideas

Why a Sketchbook?

Uses of a Sketchbook

Best Practices

Properties of Good Sketchbooks

Drawing Materials

You Now Know

Chapter 5: 10 Plus 10: Descending the Design Funnel: Developing 10 Different Ideas and Refinements of Selected Ideas

The 10 Plus 10 Method

Design Challenge 1: Connecting Two Smart Phones

Design Challenge 2

Design Challenge 3

You Now Know

Section 2: Sampling the Real World

Chapter 6: Introduction

Chapter 7: Scribble Sketching: Rapidly Sketching Out Ideas – Anywhere, Anytime – to Capture the Essence of that Idea

Capturing Ideas in Existing Systems

Scribble Sketching in the Dark, While Doing Other Things

Practicing Scribble Sketching

You Now Know

Chapter 8: Sampling with Cameras: Capturing Trigger Moments

Sampling Objects That Irritate You and Others

Sampling Compelling Designs

Sampling Things That Inspire You

You Now Know

Chapter 9: Collecting Images & Clippings: Becoming a Semi-Organized Hunter/Gatherer

Developing Your Collection

Examples of Collections

You Now Know



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© Morgan Kaufmann 2012
Morgan Kaufmann
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"In Sketching User Experiences, Buxton gave a compelling argument as to WHY sketching is so important to design. In this excellently-designed companion, he and his co-authors show HOW.  I have been haranguing students for years with the message that they should be doing a lot of sketching, and this is the first guide I can really use to show them what it means and how it works."--Terry Winograd, Professor at Stanford University and founding faculty member of its 'D.School' and author of Bringing Design to Software
"As an interaction designer who teaches, I’ve waited a while for a book like this! Sketching User Experiences – The Workbook is a design-by-doing guide for practitioners and students on how to integrate design practice, techniques and thinking into the practices of human-computer interaction and interaction design. As the companion piece to Bill Buxton’s Sketching User Experience, this book is a one-two combination for learning and doing design in a world of interaction."--Ron Wakkary, Associate Professor at the School of Interactive Arts and Technology, Simon Fraser University and Co-Editor-in-Chief of ACM interactions magazine
"Don’t be put off by the title. This is a book for non-artists, albeit those developing user interfaces who recognise how much visual communication helps clients and colleagues understand design concepts. If, as a non-artist, you already produce ‘visuals’ you probably use software with a library of images and preformed shapes…This is a very positive book for the non-artist. It is profusely and relevantly illustrated and has a 50:50 balance between print and illustrations, which makes it very easy to dip into for ideas. The layout of the 250 pages is a demonstration of how uncluttered layout combined with simple design produces a highly effective teaching tool. To reinforce the point, there is also a detailed index."--<