The Sketchbook Chapter 1.4 in Sketching User Experiences: The Workbook.

Slides:



Advertisements
Similar presentations
Win8 on Intel Programming Course Win8 for developers, in detail Cédric Andreolli Intel.
Advertisements

Win8 on Intel Programming Course Desktop : Introduction Cédric Andreolli Intel Software.
Win8 on Intel Programming Course Desktop : WPF Cédric Andreolli Intel Software
10+10 Descending the Design Funnel Chapter 1.4 in Sketching User Experiences: The Workbook.
Intel Do-It-Yourself Challenge node.js
The State Transition Diagram
Win8 on Intel Programming Course Desktop : Sensors Cédric Andreolli Intel Software
Internet of Things with Intel Edison GPIO on Edison
Win8 on Intel Programming Course Win8 and Intel Paul Guermonprez Intel Software
Why Should I Sketch? Chapter 1.2 in Sketching User Experiences: The Workbook.
Introduction to Software Engineering 7. Modeling Behaviour.
Intel Do-It-Yourself Challenge : Let’s build an autonomous drone Paul Guermonprez Intel.
The Keyboard Study Lecture /slide deck produced by Saul Greenberg, University of Calgary, Canada Notice: some material in this deck is used from other.
The Branching Storyboard Chapter 4.3 in Sketching the User Interface: The Workbook Image from:
Internet of Things with Intel Edison Presentation Paul Guermonprez Intel Software
The Sketchbook. idea 1 Why Sketches The problem typically fixate on first idea local hill climbing idea 1.
ESE Einführung in Software Engineering N. XXX Prof. O. Nierstrasz Fall Semester 2009.
ESE Einführung in Software Engineering X. CHAPTER Prof. O. Nierstrasz Wintersemester 2005 / 2006.
Metamodeling Seminar X. CHAPTER Prof. O. Nierstrasz Spring Semester 2008.
ESE Einführung in Software Engineering X. CHAPTER Prof. O. Nierstrasz Wintersemester 2005 / 2006.
N. XXX Prof. O. Nierstrasz Thanks to Jens Palsberg and Tony Hosking for their kind permission to reuse and adapt the CS132 and CS502 lecture notes.
Internet of Things with Intel Edison Led sensor lab
OORPT Object-Oriented Reengineering Patterns and Techniques X. CHAPTER Prof. O. Nierstrasz.
CP — Concurrent Programming X. CHAPTER Prof. O. Nierstrasz Wintersemester 2005 / 2006.
12. eToys. © O. Nierstrasz PS — eToys 12.2 Denotational Semantics Overview:  … References:  …
SWOT Analysis Strengths Weaknesses SWOT Opportunities Threats.
How to Write an Abstract Grad Tips by Saul Greenberg University of Calgary Image from:
Sequential Storyboards Chapter 4.1 in Sketching the User Interface: The Workbook Image from:
Intel Do-It-Yourself Challenge Hello World with the Arduino IDE Nicolas Vailliet Intel.
Intel Do-It-Yourself Challenge Lab 1: Intel Galileo’s Arduino side Nicolas Vailliet
CPSC 581 Human Computer Interaction II Interaction Design Lecture /slide deck produced by Saul Greenberg, University of Calgary, Canada Notice: some material.
Collecting Images & Clippings Chapter 2.3 in Sketching User Experiences: The Workbook.
Interactive Sketching Methods for non-sketchers. Part 1. The Vanilla Sketch Captures: an essence of an idea a moment in time the look of an interface.
DESIGN PROCESS. DESIGN Every design starts from research and early concept.
Graphical Screen Design Part 1: Contrast, Repetition, Alignment, Proximity Lecture /slide deck produced by Saul Greenberg, University of Calgary, Canada.
Win8 on Intel Programming Course Modern UI : Sensors Cédric Andreolli Intel Software.
Win8 on Intel Programming Course Modern UI : Features Cédric Andreolli Intel Software.
Win8 on Intel Programming Course The challenge Paul Guermonprez Intel Software
Win8 on Intel Programming Course Modern UI HelloWorld in HTML5/JS Cédric Andreolli Intel.
What is a sketch? Chapter 1.2 addendum Sketching User Experiences: The Workbook.
Internet of Things with Intel Edison Compiling and running Pierre Collet Intel Software.
The Animated Sequence Chapter 5.1 in Sketching User Experiences: The Workbook.
Intel Do-It-Yourself Challenge Wi-Fi Nicolas Vailliet Intel Software
Internet of Things with Intel Edison CylonJS Pierre Collet Intel Software
EngageNY.org ©2014 Core Knowledge Foundation. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Numerical Methods Continuous Fourier Series Part: Continuous Fourier Series
The Review Chapter 6.5 in Sketching User Experiences: The Workbook Image from Parnell, R. Sara, R., with Doidge, C. and Parsons M. The Crit: An Architecture.
Sketching Vocabulary Chapter 3.4 in Sketching User Experiences: The Workbook Drawing objects, people, and their activities.
Win8 on Intel Programming Course Paul Guermonprez Intel Software
Design of Everyday Things Part 2: Useful Designs? Lecture /slide deck produced by Saul Greenberg, University of Calgary, Canada Images from:
Basics.  An address for a Web site is its domain name  URL (Uniform Resource Locator)  Specifies the precise location of a resource on the Internet.
© 2014 Core Knowledge Foundation. This work is licensed under a Creative Commons Attribution- NonCommercial-ShareAlike 3.0 Unported License.
EngageNY.org ©2012 Core Knowledge Foundation. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
The Narrative Storyboard Chapter 4.4 in Sketching User Experiences: The Workbook.
©2013 Core Knowledge Foundation. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
© 2014 Core Knowledge Foundation. This work is licensed under a Creative Commons Attribution- NonCommercial-ShareAlike 3.0 Unported License.
What is a sketch? 1 Concepts (and selected visuals) from this slide deck are based on: -Buxton, B. (2007) Sketching User Experiences: Getting the Design.
Images of pesticides By: Leslie London, University of Cape Town This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 2.5.
The Sketchbook is an important part of the Design Process.
EngageNY.org ©2012 Core Knowledge Foundation. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
© 2015 Core Knowledge Foundation. This work is licensed under a Creative Commons Attribution- NonCommercial-ShareAlike 3.0 Unported License.
October 4, 2012.
Sketching Vocabulary Chapter 3.4 in Sketching User Experiences: The Workbook Drawing objects, people, and their activities.
Methodology Overview basics in user studies Lecture /slide deck produced by Saul Greenberg, University of Calgary, Canada Notice: some material in this.
atlassian
Agenda Video pre-presentations Digital sketches & photo traces
Unit - III Prototyping.
Methodology Overview 2 basics in user studies Lecture /slide deck produced by Saul Greenberg, University of Calgary, Canada Notice: some material in this.
FOTW Worksheet Slides Christopher Penn, Financial Aid Podcast Student Loan Network.
GE-McKinsey 9-Box Matrix
Presentation transcript:

The Sketchbook Chapter 1.4 in Sketching User Experiences: The Workbook

The Sketchbook Why a sketchbook? supports the design funnel process Modified from Pugh, S. (1990) Total design: Integrated methods for successful products engineering. Addison-Wesley. P. 75

The Sketchbook Why a sketchbook? brainstorm many initial ideas – both good and bad explore & refine ideas both in the large and in the small develop variations, alternatives, details archive your ideas for later review reflect on changing thought processes over time communicate ideas to others by showing choose ones worth developing record good ideas you see elsewhere clip inspiring images from sources like magazines shoot, print and collect inspiring photos

Properties of a good sketchbook To consider durability page count size fold over aesthetics archival paper

These are not sketchbooks To consider durability X X page count  X size   fold over X X aesthetics X X archival X X Image from: image from biblicism.files.wordpress.com

Sketchbook instruments The pencil cheap, flexible easy to carry (in coil binding) always carry one with you

Sketchbook instruments The eraser and sharpener handy, but optional

Sketchbook instruments Tape, scissors and glue for cutting and pasting in found objects don’t have to carry it with you

Sketchbook instruments Small camera for taking photos of interesting ideas select, print and tape photos into your sketchbook

Sketchbook instruments Other media sure, as long as it doesn’t get in the way

Best practices Carry and use your sketchbook regularly and frequently sketch anywhere, anytime, frequently only works if you carry it with you

Best practices Fill your pages a single well composed idea a series of related drawings about a design idea things you see that inspire ideas

Best practices Sketch alternatives (getting the right design) different aspects of the interface different interface representations different contexts of use… Sketch details (getting the design right) detailed sketches that elaborate on interface nuances… Annotate drawings descriptions that you cannot draw, textual addendums, sources of ideas, date, any other relevant details… Don’t erase ideas it’s a record of all developing ideas, good and bad Don’t use it for other things for design only

You don’t need to be an artist portion of a page from Saul Greenberg’s sketchbook

Sketchbook examples artist's sketch page by Emily R. Feingold Artist ideas variations

Sketchbook examples Artist variations studies artist's sketch page

Sketchbook examples Industrial designer ideas variations annotations Source: sketch page from student Industrial designer Samnang Eav Form factors for wearable computer watch

Sketchbook examples Idea variations Source: Nicolai Marquardt sketchbook, with permission. Four different versions of an idea

Sketch examples – design variations From Carloyn Snyder’s Book: Paper Prototyping (2003) Morgan Kaufmann, p350

Sketchbook examples Computer science student Andrew Seniuk – a metaprogramming environment (with permission) many ideas + variations

Sketchbook examples The result Computer science student Andrew Seniuk – a metaprogramming environment (with permission)

Sketchbook examples Overviews flow over time relationships Source: Nicolai Marquardt sketchbook, with permission. Arrows indicate relationships and flow

Sketch examples – storyboards Overviews flow over time relationships Source: Nicolai Marquardt sketchbook, with permission. Storyboard

Sketch examples – storyboard transitions From Carloyn Snyder’s Book Paper Prototyping (2003) Morgan Kaufmann, p11

Sketchbook examples Scenarios stories of envisaged uses Source: Nicolai Marquardt sketchbook, with permission Five envisaged scenarios of a technology in action

Sketchbook examples Collecting materials related to an idea Source: Nicolai Marquardt sketchbook, with permission Information visualization techniques – from magazines

Sketchbook examples portion of a page from Saul Greenberg’s sketchbook crude drawings annotations

Sketch examples – screen snapshot From Carloyn Snyder’s Book Paper Prototyping (2003) Morgan Kaufmann p31

Sketchbook examples – details to prototype Concept: IM contacts as bugs on a leaf McPhail, S. (2002) Buddy Bugs: A Physical User Interface for Windows® Instant Messenger. Western Computer Graphics Symposium (Skigraph’02), MarchD

Sketchbook examples – details to prototype Design sketches McPhail, S. (2002) Buddy Bugs: A Physical User Interface for Windows® Instant Messenger. Western Computer Graphics Symposium (Skigraph’02), MarchD

Sketchbook examples – details to prototype Physical icons clay, glass also a sketch! McPhail, S. (2002) Buddy Bugs: A Physical User Interface for Windows® Instant Messenger. Western Computer Graphics Symposium (Skigraph’02), MarchD

Sketchbook examples – details to prototype Prototype Papier mache also a sketch! see video [.wmv][.wmv] McPhail, S. (2002) Buddy Bugs: A Physical User Interface for Windows® Instant Messenger. Western Computer Graphics Symposium (Skigraph’02), MarchD

You now know Sketchbooks are: a designer’s most fundamental tool convenient (pages, size, fold over), durable archive, aesthetic Sketchbooks are for: brainstorming, exploring, refining varying, archiving, reflecting, communicating and choosing ideas recording good ideas you see elsewhere Sketchbook instruments are: pencil optional eraser, sharpener, glue, tape, scissors, camera, and other media Sketchbooks can be filled with: Your sketches (many different kinds) and found objects Sketchbooks are used regularly sketch anywhere, anytime

Permissions You are free: to Share — to copy, distribute and transmit the work to Remix — to adapt the work Under the following conditions: Attribution — You must attribute the work in the manner specified by the author (but not in any way that suggests that they endorse you or your use of the work) by citing: “from presentations accompanying the book ‘Sketching User Experiences, the Workbook’, by S. Greenberg, S. Carpendale, N. Marquardt and B. Buxton” Noncommercial — You may not use this work for commercial purposes, except to assist one’s own teaching and training within commercial organizations. Share Alike — If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one. With the understanding that: Not all material have transferable rights — materials from other sources which are included here are cited Waiver — Any of the above conditions can be waived if you get permission from the copyright holder. Public Domain — Where the work or any of its elements is in the public domain under applicable law, that status is in no way affected by the license. Other Rights — In no way are any of the following rights affected by the license: Your fair dealing or fair use rights, or other applicable copyright exceptions and limitations; The author's moral rights; Rights other persons may have either in the work itself or in how the work is used, such as publicity or privacy rights. Notice — For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.