Book 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.- 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/
Table of contents
- Cover image
- Title page
- Table of Contents
- Copyright
- 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
- Chapter 3: Why Should I Sketch?: A Synopsis of Buxton’s Sketching User Experiences: Getting the Design Right and the Right Design
- Chapter 4: The Sketchbook: Your Basic Resource for Recording, Developing, Showing and Archiving Ideas
- Chapter 5: 10 Plus 10: Descending the Design Funnel: Developing 10 Different Ideas and Refinements of Selected Ideas
-
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
- Chapter 8: Sampling with Cameras: Capturing Trigger Moments
- Chapter 9: Collecting Images & Clippings: Becoming a Semi-Organized Hunter/Gatherer
- Chapter 10: Toyboxes and Physical Collections: Collecting Physical Stuff
- Chapter 11: Sharing Found Objects: Seeing Each Other’s Collections to Encourage Conversation
-
Section 3: The Single Image
- Chapter 12: Introduction
- Chapter 13: Warm Up to Sketching: A Sketching Exercise You Can Always Learn From
- Chapter 14: Sketching What You See: An Exercise on Drawing Accurately
- Chapter 15: Sketching Vocabulary: Drawing Objects, People, and Their Activities
- Chapter 16: The Vanilla Sketch: Basic Elements Of A Sketch: Drawing, Annotations, Arrows and Notes
- Chapter 17: The Collaborative Sketch: Sketching to Brainstorm, Express Ideas and Mediate Interaction
- Chapter 18: Slideware for Drawing: Exploiting Commonly Available Digital Presentation Tools for Sketch Drawing
- Chapter 19: Sketching with Office Supplies: Using Commonly Available Office Supplies to Create Editable Sketches
- Chapter 20: Templates: Pre-Draw the Constant, Non-Changeable Parts of Your Sketch as a Template that You Can Use and Reuse
- Chapter 21: Photo Traces: Create Collections of Sketch Outlines that Form the Basis of Composed Sketches
- Chapter 22: Hybrid Sketches: Combining Sketches With Photos
- Chapter 23: Sketching with Foam Core: Sketching in a Physical Medium
-
Section 4: Snapshots in Time: The Visual Narrative
- Chapter 24: Introduction
- Chapter 25: Sequential Storyboards: Visually Illustrating an Interaction Sequence Over Time
- Chapter 26: The State Transition Diagram: A Way to Visually Illustrate Interaction States, Transitions and Decision Paths Over Time
- Chapter 27: The Branching Storyboard: Visually Illustrating Interaction Decisions Over Time
- Chapter 28: The Narrative Storyboard: Telling a Story About Use and Context Over Time
-
Section 5: Animating the User Experience
- Chapter 29: Introduction
- Chapter 30: The Animated Sequence: Animating a Single Interaction Sequence of Registered Images
- Chapter 31: Motion Paths: Smoothly Animating Movement Emphasizes the Feeling of Interaction
- Chapter 32: Branching Animations: Animating Different Interaction Paths in a Branching Sequence
- Chapter 33: Keyframes and Tweening: Creating More Complex Animations
- Chapter 34: Linear Video: Using a Movie to Illustrate an Interaction Sequence With Paper
-
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
- Chapter 37: Wizard of Oz: A Human ‘Wizard’ Controls How Your Sketch Responds to a Person’s Interactions
- Chapter 38: Think Aloud: Discovering What People are Thinking as they Use Your Sketched Interface
- Chapter 39: Sketch Boards: Arrange Your Sketches On Poster Boards to Share them With Others
- Chapter 40: The Review: Presenting Your Ideas and Getting Others to Critique Them
- Index
Product information
- Title: Sketching User Experiences: The Workbook
- Author(s):
- Release date: November 2011
- Publisher(s): Morgan Kaufmann
- ISBN: 9780123819611
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