Saul Greenberg; Sheelagh Carpendale; Nicolai Marquardt; Bill Buxton. Sketching User Experiences: The Workbook.
Publisher: Morgan Kaufmann Publish Date: November 1, 2010 Print ISBN-13: 978-0-12-381959-8 Web ISBN-13: 978-0-12-381961-1 * Pages in Print Edition: 272 http://proquest.safaribooksonline.com/book/design/9780123819598
1. Getting into the mood
2. Sampling the Real World
3. The Single Image
4. Snapshots in Time: The Visual Narrative
5. Animating the User Experience
6. Involving Others
Sketching User Experiences covers "methods that will let you express your design ideas about user experiences across time."
It helps readers "cultivate a culture of experience-based design and critique in [their] workplace."
The work is broken into 6 sections.
I used the sub-titles from the presentation page because I thought they would help give me an idea of where what I was reading, was heading. I do not know how they correlate to the chapters and sub-sections though.
Differences between sketching user experiences and normal sketching.
Sketches that "focus on creating a user experience that unfolds over time... need to incorporate the actions, interactions, and changes of this experience across time."
1-2. Why should I sketch?
Design sketching is "a critical part of a process that begins with idea generation, to design elaboration, to design choices, and ultimately to engineering."
Cycle through (funnel down):
- Elaboration: generate solutions. These are the opportunities.
- Reduction: decide on the ones worth pursuing, and then elaborate on those solutions.
1-2. What is a sketch? an addendum
" - basic resource for recording, developing, showing and archiving ideas."
Also, a place "to ‘doodle’ half-formed thoughts"
1-3. TheSketchbook
"Develop your skills ... through regular use."
"Collect existing materials (e.g., pictures from magazines, screen snapshots) and tape them into the sketchbook."
1-4. 10 plus 10 – Descending the Design Funnel (Chapter 5)
"The 10 Plus 10 Method"
Design Challenge Three
Greenberg S., Marquardt N., Ballendat T., Diaz-Marino R., Wang M. Proxemic Interactions: The New Ubicomp? ACM Interactions. 2011;18(1):42–50. ACM, January-February. http://doi.acm.org/l0.1145/1897239.1897250
Hinkley K.. Synchronous gestures for multiple persons and computers. Proceedings of the 16th annual ACM Symposium on User Interface Software and Technology (UIST’03). ACM Press; 2003. http://doi.acm.org/10.1145/964696.964713
2-1. Scribble Sketching
"drawing very quickly, without much attention to detail"
Focus "on the essence of whatever idea you want to capture"
Scribble example and demonstration solutions:
A scribble sketch "just needs to capture the idea in a form sufficient to remind the creator of what it is."
2-2. Sampling with Cameras
"Take a picture of what intrigued you, or even what irritated you."
2-3. Collecting Images
"sensitiz[e] yourself to spot design objects that irritate you, and then trying to understand why the design irritates you."
"begin to look at your own work with a critical eye"
Example:
"The employee’s notes and other grass root repairs identify errors" by "augment[ing] the self-serve checkout with signs giving additional directions."
Chapter 8: Sampling with Cameras > Sampling Compelling Designs
3-3. Sketching Vocabulary
3-4. The Vanilla Sketch
3-8. Templates
4-1. Sequential Storyboards
4-2. State Transition Diagram
4-3. The Branching Storyboard
4-4. The Narrative Storyboard
5-1. The Animated Sequence
5-2. Motion Paths
6-5. The Review