Sketching User Experiences: The Workbook

  • 2h 50m
  • Bill Buxton, Nicolai Marquardt, Saul Greenberg, Sheelagh Carpendale
  • Elsevier Science and Technology Books, Inc.
  • 2012

In Sketching User Experiences: The Workbook, you will learn, through step-by-step instructions and exercises, various sketching methods that will let you express your design ideas about user experiences across time. Collectively, these methods will be your sketching repertoire: a toolkit where you can choose the method most appropriate for developing your ideas, which will help you cultivate a culture of experience-based design and critique in your workplace.

  • 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

In this Book

  • Introduction—Sketching the User Experience
  • Why Should I Sketch?—A Synopsis of Buxton's Sketching User Experiences: Getting the Design Right and the Right Design
  • The Sketchbook—Your Basic Resource for Recording, Developing, Showing and Archiving Ideas
  • 10 Plus 10: Descending the Design Funnel—Developing 10 Different Ideas and Refinements of Selected Ideas
  • Scribble Sketching—Rapidly Sketching Out Ideas – Anywhere, Anytime – to Capture the Essence of that Idea
  • Sampling with Cameras—Capturing Trigger Moments
  • Collecting Images & Clippings—Becoming a Semi-Organized Hunter/Gatherer
  • Toyboxes and Physical Collections—Collecting Physical Stuff
  • Sharing Found Objects—Seeing Each Other's Collections to Encourage Conversation
  • Warm Up to Sketching—A Sketching Exercise You Can Always Learn From
  • Sketching What You See—An Exercise on Drawing Accurately
  • Sketching Vocabulary—Drawing Objects, People, and Their Activities
  • The Vanilla Sketch—Basic Elements of a Sketch: Drawing, Annotations, Arrows and Notes
  • The Collaborative Sketch—Sketching to Brainstorm, Express Ideas and Mediate Interaction
  • Slideware for Drawing—Exploiting Commonly Available Digital Presentation Tools for Sketch Drawing
  • Sketching with Office Supplies—Using Commonly Available Office Supplies to Create Editable Sketches
  • Templates—Pre-Draw the Constant, Non-Changeable Parts of Your Sketch as a Template that You Can Use and Reuse
  • Photo Traces—Create Collections of Sketch Outlines that Form the Basis of Composed Sketches
  • Hybrid Sketches—Combining Sketches with Photos
  • Sketching with Foam Core—Sketching in a Physical Medium
  • Sequential Storyboards—Visually Illustrating an Interaction Sequence Over Time
  • The State Transition Diagram—A Way to Visually Illustrate Interaction States, Transitions and Decision Paths Over Time
  • The Branching Storyboard—Visually Illustrating Interaction Decisions Over Time
  • The Narrative Storyboard—Telling a Story about Use and Context Over Time
  • The Animated Sequence—Animating a Single Interaction Sequence of Registered Images
  • Motion Paths—Smoothly Animating Movement Emphasizes the Feeling of Interaction
  • Branching Animations—Animating Different Interaction Paths in a Branching Sequence
  • Keyframes and Tweening—Creating More Complex Animations
  • Linear Video—Using a Movie to Illustrate an Interaction Sequence with Paper
  • Uncovering the Initial Mental Model—Discovering How People Initially Interpret Your Sketched Interface From Its Visuals
  • Wizard of Oz—A Human 'Wizard' Controls How Your Sketch Responds to a Person's Interactions
  • Think Aloud—Discovering What People are Thinking as They Use Your Sketched Interface
  • Sketch Boards—Arrange Your Sketches on Poster Boards to Share Them with Others
  • The Review—Presenting Your Ideas and Getting Others to Critique Them


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