📖Sketching User Experiences: The Workbook

Greenberg, Saul
  • carry sketchbook at all times
  • real progress in developing as an interaction designer depends on how much ideas you interact with
  • best practices:

    • carry at all times (or second small sketchbook)
    • always have a pencil
    • sketch frequently
    • annotate drawings
    • do not erase
    • sketchbook is for design only
  • 3B pencil is the most popular (allows varying the line width/intensity easily)
  • 10 + 10: a warm-up

    • sketch 10 competing (different) ideas
    • out of 10 ideas, pick one
    • draw 10 more sketches with details or alternatives
  • scribble: sketch the main idea quickly (like 30 seconds quick)

    • the drawing doesn’t have to be understandable to anyone else
    • exercise: do more scribbles often
  • photo sampling to capture ideas

    • bad design
    • good design
    • what inspires you
  • screenshot, photo, scan, print, clip. add to your sketchbook or a separate scrapbook
  • collecting real objects
  • you can maintain two shared/private sketchbooks
  • drawing levels:

    • from memory
    • what you think you see
    • what you actually see (rotate image upside-down and copy lines)
  • Don’t worry if the sketch is text-heavy. If it helps, it serves its function.
  • when collaborating, sitting around the table helps all to draw simultaneously.
  • photo traces
  • state transition diagram

    • simple (text-only)
    • visual
    • annotated
    • indexed (visual part (or another state machine) is separated from the state machine)
    • implicit by layout (comic books)
  • adding conversation frames adds context
  • sketching narrative

    • 5 is a good default for number of frames (forces to think of the essence)
    • 1 frame is the beginning, sets the context, use wide shot
    • 2,3 develop story
    • 4 climax
    • 5 end. wide shot
  • shots:

    • extreme long (wide)
    • long
    • medium
    • over-the-shoulder
    • point of view (POV)
    • close-up
  • when creating animation (slides) make sure the sketches do not jump around. (create template and copy it)
  • uncovering initial mental model:

    • introduce the sketch briefly and ask people to explain, in detail, their understanding of every visual element on the screen.
  • for Wizard of Oz simulation, you don’t have to hide the wizard.
  • wizard can simply respond with how system behaves (DnD style)
  • “by listening to participants think and plan, you can examine their expectations for your product, as well as their intentions and their problem solving strategies.” (p. 235)
  • Practical Guide to Usability Testing by Dunais and Redish
  • Have storyboards available for review and feedback


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