Sketching User Experiences: The Workbook

Sketching User Experiences: The Workbook

1st Edition - November 14, 2011

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  • Authors: Saul Greenberg, Sheelagh Carpendale, Nicolai Marquardt, Bill Buxton
  • Paperback ISBN: 9780123819598
  • eBook ISBN: 9780123819611

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Description

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

 

  • Author-maintained companion website at

    http://grouplab.cpsc.ucalgary.ca/sketchbook/

Readership

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

    Acknowledgments

    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

    Chapter 10: Toyboxes and Physical Collections: Collecting Physical Stuff

    Part One: Collecting Objects as Idea Triggers

    Collecting Objects to Build With

    Part Two: Storing Objects

    Part Three: Curating Your Objects

    Case Study: The Buxton Collection

    You Now Know

    Chapter 11: Sharing Found Objects: Seeing Each Other’s Collections to Encourage Conversation

    Sometimes things are private

    Managing Sharing/Privacy Issues Around Sketching and Collecting

    You Now Know

    Section 3: The Single Image

    Chapter 12: Introduction

    Chapter 13: Warm Up to Sketching: A Sketching Exercise You Can Always Learn From

    An Exercise in Line Quality

    You Now Know

    Chapter 14: Sketching What You See: An Exercise on Drawing Accurately

    An Excercise in Drawing What You See

    Part 1: Drawing From Your Imagination

    Part 2: Copy a Drawing of a Person

    Part 3: Drawing What You Actually See

    Comparing the Results

    You Try

    You Now Know

    Chapter 15: Sketching Vocabulary: Drawing Objects, People, and Their Activities

    People Who Sketch on Computers

    Learning How to Sketch

    Comic Storytelling

    You Now Know

    Chapter 16: The Vanilla Sketch: Basic Elements Of A Sketch: Drawing, Annotations, Arrows and Notes

    The Drawing

    You Now Know

    Chapter 17: The Collaborative Sketch: Sketching to Brainstorm, Express Ideas and Mediate Interaction

    The Interactive Fridge

    Actions and Functions of Collaborative Sketching

    Gestures: Sketching with Others

    You Now Know

    Chapter 18: Slideware for Drawing: Exploiting Commonly Available Digital Presentation Tools for Sketch Drawing

    Sketching in Slideware

    Digital vs Paper-Based Sketching

    Digital Collaboration

    You Now Know

    Chapter 19: Sketching with Office Supplies: Using Commonly Available Office Supplies to Create Editable Sketches

    The Versatile Sticky Note

    Interacting with Office Supplies Over Time

    Using Office Supplies with Others

    You Now Know

    Chapter 20: Templates: Pre-Draw the Constant, Non-Changeable Parts of Your Sketch as a Template that You Can Use and Reuse

    Appropriating Photos

    More on Layers

    Back to Paper

    Another Example: a Web Page Template

    You Now Know

    Chapter 21: Photo Traces: Create Collections of Sketch Outlines that Form the Basis of Composed Sketches

    Creating a Photo Trace

    Using the Photo Traces

    You Now Know

    Chapter 22: Hybrid Sketches: Combining Sketches With Photos

    You Now Know

    Chapter 23: Sketching with Foam Core: Sketching in a Physical Medium

    Method 1: Sketching a Novel Interface for a Digital Watch

    Method 2: Using Photos to Prototype Existing Devices

    You Now Know

    Section 4: Snapshots in Time: The Visual Narrative

    Chapter 24: Introduction

    Chapter 25: Sequential Storyboards: Visually Illustrating an Interaction Sequence Over Time

    The Sequential Storyboard

    You Now Know

    Chapter 26: The State Transition Diagram: A Way to Visually Illustrate Interaction States, Transitions and Decision Paths Over Time

    A Storyboard as States and Transitions

    Transition Diagram with Branches

    You Now Know

    Chapter 27: The Branching Storyboard: Visually Illustrating Interaction Decisions Over Time

    The Cell Phone Example

    The Interactive Shopping System Example

    You Now Know

    Chapter 28: The Narrative Storyboard: Telling a Story About Use and Context Over Time

    A Vocabulary of Camera Shots and Film Making

    Method 1: Sketching Storyboards

    Method 2: Photo-Based Storyboards

    You Now Know

    Section 5: Animating the User Experience

    Chapter 29: Introduction

    Chapter 30: The Animated Sequence: Animating a Single Interaction Sequence of Registered Images

    The Slide Show

    The Registration Problem

    The Solution: Registering Images

    You Now Know

    Chapter 31: Motion Paths: Smoothly Animating Movement Emphasizes the Feeling of Interaction

    Explore Your Animation Tools

    Other Animation Tools

    You Now Know

    Chapter 32: Branching Animations: Animating Different Interaction Paths in a Branching Sequence

    Selecting Alternative Interaction Paths Through Hyperlinks

    You Now Know

    Chapter 33: Keyframes and Tweening: Creating More Complex Animations

    Some Definitions

    Example: Adobe Flash

    You Try

    You Now Know

    Chapter 34: Linear Video: Using a Movie to Illustrate an Interaction Sequence With Paper

    Recording The Movie

    Variations: Paper and Transparency

    You Now Know

    Section 6: Involving Others

    Chapter 35: Introduction

    Chapter 36: Uncovering the Initial Mental Model: Discovering How People Initially Interpret Your Sketched Interface From its Visuals

    Case Study: Usability of a Fax Machine

    Uncovering the Mental Model

    You Now Know

    Chapter 37: Wizard of Oz: A Human ‘Wizard’ Controls How Your Sketch Responds to a Person’s Interactions

    Example 1: The Listening Typewriter

    Example 2: Robotic Interruption

    Example 3: The Fax Machine

    You Now Know

    Chapter 38: Think Aloud: Discovering What People are Thinking as they Use Your Sketched Interface

    Steps of Think Aloud

    You Now Know

    Chapter 39: Sketch Boards: Arrange Your Sketches On Poster Boards to Share them With Others

    Preparation Method 1: Foam Core Poster Sheets

    Preparation Method 2: Sticky Notes and Whiteboards

    Share Your Sketches with Others

    You Now Know

    Chapter 40: The Review: Presenting Your Ideas and Getting Others to Critique Them

    The Elevator Pitch

    The Desktop Review

    The Meeting

    The Formal Review (or the Crit)

    You Now Know

    Index

Product details

  • No. of pages: 272
  • Language: English
  • Copyright: © Morgan Kaufmann 2011
  • Published: November 14, 2011
  • Imprint: Morgan Kaufmann
  • Paperback ISBN: 9780123819598
  • eBook ISBN: 9780123819611

About the Authors

Saul Greenberg

PhD, Full Professor, Department of Computer Science, University of Calgary

Affiliations and Expertise

PhD, Full Professor, Department of Computer Science, University of Calgary

Sheelagh Carpendale

Sheelagh Carpendale is a Professor at the University of Calgary where she holds a Canada Research Chair in Information Visualization and an NSERC/AITF/SMART Industrial Research Chair in Interactive Technologies. She is the recipient of several major awards, including the NSERC University Faculty Award (UFA) and the British Academy of Film and Television Arts Award (BAFTA) for Off-line Learning. She directs the Innovations in Visualization (InnoVis) research group and the Computational Media Design interdisciplinary graduate group. Her research on information visualization, large interactive displays, and media art draws on her dual background in Computer Science (Ph.D. Simon Fraser University) and Visual Arts (Sheridan College and Emily Carr University of Art and Design).

Affiliations and Expertise

Professor at the University of Calgary where she holds a Canada Research Chair in Information Visualization and an NSERC/AITF/SMART Industrial Research Chair in Interactive Technologies.

Nicolai Marquardt

Nicolai Marquardt is a PhD candidate at the University of Calgary working with Dr. Saul Greenberg. He graduated in Media Systems from the Bauhaus University in Weimar, and joined Microsoft Research in Cambridge and Redmond as an intern during his graduate studies. He uses sketches extensively when designing novel interactive systems.

Affiliations and Expertise

Nicolai Marquardt is a PhD candidate at the University of Calgary working with Dr. Saul Greenberg.

Bill Buxton

Bill Buxton

Affiliations and Expertise

Principal Researcher, Microsoft Research, Redmond, Washington and Toronto, Canada

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