Preface |
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vii | |
Acknowledgments |
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ix | |
1 Getting Into The Mood |
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1 | (28) |
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Let's get into the sketching mood. |
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What is a user experience? |
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Why is sketching a good way for you to think about and generate user experiences? |
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Why do so many designers carry a sketchbook, and why should you join them? |
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How can you begin sketching to brainstorm and refine your design ideas? |
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3 | (4) |
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sketching the user experience |
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7 | (6) |
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a synopsis of Buxton's Sketching User Experiences: Getting the Design Right and the Right Design |
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13 | (4) |
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your basic resource of recording, developing, showing and archiving ideas |
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1.4 10 Plus10: Descending the Design Funnel |
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17 | (14) |
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developing 10 different ideas and refinements of selected ideas |
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2 Sampling The Real World |
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29 | (38) |
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While most people think of sketching as a way to generate new ideas, a large part of sketching is about rapidly collecting existing ideas. |
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There is huge value in gathering and sampling material from the world around us. |
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When you capture ideas of others, you can then use those ideas as a starting point: to inspire you into alternate directions, to seed brainstorming, to evolve existing ideas into new ones, to remix a multitude of ideas. |
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You don't have to do this alone: there are ways to preserve these captured ideas so you can share and discuss them with your colleagues. |
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31 | (4) |
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rapidly sketching out ideas - anywhere, anytime - to capture the essence of that idea |
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2.2 Sampling with Cameras |
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35 | (8) |
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capturing trigger moments |
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2.3 Collecting Images and Clippings |
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43 | (8) |
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becoming a semi-organized hunter/gatherer |
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2.4 Toyboxes and Physical Collections |
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51 | (12) |
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collecting physical stuff |
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2.5 Sharing Found Objects |
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63 | (6) |
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seeing each other's collections to encourage conversation |
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3 The Single Image |
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67 | (78) |
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Your typical sketch will capture a single moment in time, usually as a single scene in your envisioned user experience. |
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While we won't teach you how to be an artist, we will show you a variety of methods to create these sketches. |
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69 | (6) |
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a sketching exercise you can always learn from |
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3.2 Sketching What You See |
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75 | (10) |
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an exercise on drawing accurately |
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85 | (6) |
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drawing objects, people, and their activities |
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91 | (4) |
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basic elements of a sketch: drawing, annotations, arrows and notes |
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3.5 The Collaborative Sketch |
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95 | (4) |
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sketching to brainstorm, express ideas and mediate interaction |
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3.6 Slideware for Drawing |
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99 | (6) |
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exploiting commonly available digital presentation tools for sketch drawing |
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3.7 Sketching with Office Supplies |
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105 | (4) |
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using commonly available office supplies to create editable sketches |
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109 | (8) |
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pre-draw the constant, non-changeable parts of your sketch as a template that you can use and reuse |
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117 | (10) |
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create collections of sketch outlines that form the basis of composed sketches |
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127 | (6) |
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combining sketches with photos |
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3.11 Sketching with Foam Core |
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133 | (14) |
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sketching in a physical medium |
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4 Snapshots Of Time: The Visual Narrative |
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145 | (34) |
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What makes interaction design unique is that it imagines a person's behavior as they interact with a system over time. |
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Storyboards capture this element of time as a series of discrete images that visually narrate what is going on scene by scene. |
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4.1 Sequential Storyboards |
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147 | (6) |
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visually illustrating an interaction sequence over time |
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4.2 The State Transition Diagram |
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153 | (6) |
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a way to visually illustrate interaction states, transitions and decision paths over time |
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4.3 The Branching Storyboard |
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159 | (8) |
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visually illustrating interaction decisions over time |
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4.4 The Narrative Storyboard |
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167 | (14) |
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telling a story about use and context over time |
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5 Animating The User Experience |
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179 | (36) |
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When a storyboard has fine-grained transitions that visually lead from one step to the next, you can transform the storyboard into an interactive movie. |
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Such animations provide a visual narrative by playing back a story, or by illustrating different branches in a story. |
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5.1 The Animated Sequence |
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181 | (6) |
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animating a single interaction sequence of registered images |
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187 | (6) |
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smoothly animating movement emphasizes the feeling of interaction |
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193 | (6) |
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animating different interaction paths in a branching sequence |
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5.4 Keyframes and Tweening |
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199 | (10) |
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creating more complex animations |
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209 | (8) |
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using a movie to illustrate an interaction sequence with paper |
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6 Involving Others |
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215 | (40) |
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Another use of sketches, storyboards and animations involves the 'end user' as an actor in the visual narrative, where they have the illusion that their actions affect the underlying dialog. |
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That is, they are living the user experience. |
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You can then ask them about their reactions. |
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Alternately, you can show people your work, and ask them to critique it. |
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6.1 Uncovering the Initial Mental Model |
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217 | (10) |
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discovering how people initially interpret your sketched interface from its visuals |
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227 | (8) |
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a human 'wizard' controls how your sketch responds to a person's interactions |
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235 | (6) |
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discovering what people are thinking as they use your sketched interface |
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241 | (6) |
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arrange your sketches on poster boards to share them with others |
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247 | (8) |
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presenting your ideas and getting others to react to them |
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Index |
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255 | |