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E-grāmata: Sketching User Experiences: The Workbook

3.83/5 (680 ratings by Goodreads)
, (Professor at the University of Calgary where she holds a Canada Research Chair in Information Visualization and an NSERC/AITF/SMART Industrial Research Chair ), (PhD, Full Professor, Department of Computer Science, University of Calgary),
  • Formāts: EPUB+DRM
  • Izdošanas datums: 14-Nov-2011
  • Izdevniecība: Morgan Kaufmann Publishers In
  • Valoda: eng
  • ISBN-13: 9780123819611
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  • Formāts: EPUB+DRM
  • Izdošanas datums: 14-Nov-2011
  • Izdevniecība: Morgan Kaufmann Publishers In
  • Valoda: eng
  • ISBN-13: 9780123819611

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In Sketching User Experiences: The Workbook, you will learn, through step-by-step instructions and exercises, various sketching methods that will let you express your design ideas about user experiences across time. Collectively, these methods will be your sketching repertoire: a toolkit where you can choose the method most appropriate for developing your ideas, which will help you cultivate a culture of experience-based design and critique in your workplace.

Based on the authors' experience that sketching is an essential part of design, this excellent workbook is aimed at getting either students or professionals into the practice. Each chapter begins with a list of the necessary materials and ends with a "You Now Know" section, as well as occasional exercises. Tips on how to handle things that may arise during sketching are provided and the book is illustrated with color photographs and hand drawn-illustrations. Annotation ©2012 Book News, Inc., Portland, OR (booknews.com)



Recenzijas

"In Sketching User Experiences, Buxton gave a compelling argument as to WHY sketching is so important to design. In this excellently-designed companion, he and his co-authors show HOW. I have been haranguing students for years with the message that they should be doing a lot of sketching, and this is the first guide I can really use to show them what it means and how it works." --Terry Winograd, Professor at Stanford University and founding faculty member of its 'D.School' and author of Bringing Design to Software

"As an interaction designer who teaches, Ive waited a while for a book like this! Sketching User Experiences The Workbook is a design-by-doing guide for practitioners and students on how to integrate design practice, techniques and thinking into the practices of human-computer interaction and interaction design. As the companion piece to Bill Buxtons Sketching User Experience, this book is a one-two combination for learning and doing design in a world of interaction." --Ron Wakkary, Associate Professor at the School of Interactive Arts and Technology, Simon Fraser University and Co-Editor-in-Chief of ACM interactions magazine

"Dont be put off by the title. This is a book for non-artists, albeit those developing user interfaces who recognise how much visual communication helps clients and colleagues understand design concepts. If, as a non-artist, you already produce visuals you probably use software with a library of images and preformed shapesThis is a very positive book for the non-artist. It is profusely and relevantly illustrated and has a 50:50 balance between print and illustrations, which makes it very easy to dip into for ideas. The layout of the 250 pages is a demonstration of how uncluttered layout combined with simple design produces a highly effective teaching tool. To reinforce the point, there is also a detailed index." --BCS.org

"Based on the authors' experience that sketching is an essential part of design, this excellent workbook is aimed at getting either students or professionals into the practice. Each chapter begins with a list of the necessary materials and ends with a "You Now Know" section, as well as occasional exercises. Tips on how to handle things that may arise during sketching are provided and the book is illustrated with color photographs and hand drawn-illustrations." --Reference and Research Book News, October 2012

Papildus informācija

This how-to illustrated workbook provides all the tools designers need to get the right design every time!
Preface vii
Acknowledgments ix
1 Getting Into The Mood 1(28)
Let's get into the sketching mood.
What is a user experience?
Why is sketching a good way for you to think about and generate user experiences?
Why do so many designers carry a sketchbook, and why should you join them?
How can you begin sketching to brainstorm and refine your design ideas?
1.1 Introduction
3(4)
sketching the user experience
1.2 Why Should I Sketch?
7(6)
a synopsis of Buxton's Sketching User Experiences: Getting the Design Right and the Right Design
1.3 The Sketchbook
13(4)
your basic resource of recording, developing, showing and archiving ideas
1.4 10 Plus10: Descending the Design Funnel
17(14)
developing 10 different ideas and refinements of selected ideas
2 Sampling The Real World 29(38)
While most people think of sketching as a way to generate new ideas, a large part of sketching is about rapidly collecting existing ideas.
There is huge value in gathering and sampling material from the world around us.
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.
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.
2.1 Scribble Sketching
31(4)
rapidly sketching out ideas - anywhere, anytime - to capture the essence of that idea
2.2 Sampling with Cameras
35(8)
capturing trigger moments
2.3 Collecting Images and Clippings
43(8)
becoming a semi-organized hunter/gatherer
2.4 Toyboxes and Physical Collections
51(12)
collecting physical stuff
2.5 Sharing Found Objects
63(6)
seeing each other's collections to encourage conversation
3 The Single Image 67(78)
Your typical sketch will capture a single moment in time, usually as a single scene in your envisioned user experience.
While we won't teach you how to be an artist, we will show you a variety of methods to create these sketches.
3.1 Warm Up to Sketching
69(6)
a sketching exercise you can always learn from
3.2 Sketching What You See
75(10)
an exercise on drawing accurately
3.3 Sketching Vocabulary
85(6)
drawing objects, people, and their activities
3.4 The Vanilla Sketch
91(4)
basic elements of a sketch: drawing, annotations, arrows and notes
3.5 The Collaborative Sketch
95(4)
sketching to brainstorm, express ideas and mediate interaction
3.6 Slideware for Drawing
99(6)
exploiting commonly available digital presentation tools for sketch drawing
3.7 Sketching with Office Supplies
105(4)
using commonly available office supplies to create editable sketches
3.8 Templates
109(8)
pre-draw the constant, non-changeable parts of your sketch as a template that you can use and reuse
3.9 Photo Traces
117(10)
create collections of sketch outlines that form the basis of composed sketches
3.10 Hybrid Sketches
127(6)
combining sketches with photos
3.11 Sketching with Foam Core
133(14)
sketching in a physical medium
4 Snapshots Of Time: The Visual Narrative 145(34)
What makes interaction design unique is that it imagines a person's behavior as they interact with a system over time.
Storyboards capture this element of time as a series of discrete images that visually narrate what is going on scene by scene.
4.1 Sequential Storyboards
147(6)
visually illustrating an interaction sequence over time
4.2 The State Transition Diagram
153(6)
a way to visually illustrate interaction states, transitions and decision paths over time
4.3 The Branching Storyboard
159(8)
visually illustrating interaction decisions over time
4.4 The Narrative Storyboard
167(14)
telling a story about use and context over time
5 Animating The User Experience 179(36)
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.
Such animations provide a visual narrative by playing back a story, or by illustrating different branches in a story.
5.1 The Animated Sequence
181(6)
animating a single interaction sequence of registered images
5.2 Motion Paths
187(6)
smoothly animating movement emphasizes the feeling of interaction
5.3 Branching Animations
193(6)
animating different interaction paths in a branching sequence
5.4 Keyframes and Tweening
199(10)
creating more complex animations
5.5 Linear Video
209(8)
using a movie to illustrate an interaction sequence with paper
6 Involving Others 215(40)
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.
That is, they are living the user experience.
You can then ask them about their reactions.
Alternately, you can show people your work, and ask them to critique it.
6.1 Uncovering the Initial Mental Model
217(10)
discovering how people initially interpret your sketched interface from its visuals
6.2 Wizard of Oz
227(8)
a human 'wizard' controls how your sketch responds to a person's interactions
6.3 Think Aloud
235(6)
discovering what people are thinking as they use your sketched interface
6.4 Sketch Boards
241(6)
arrange your sketches on poster boards to share them with others
6.5 The Review
247(8)
presenting your ideas and getting others to react to them
Index 255
PhD, Full Professor, Department of Computer Science, University of Calgary Sheelagh Carpendale is a Professor at the University of Calgary where she holds a Canada Research Chair in Information Visualization and an NSERC/AITF/SMART Industrial Research Chair in Interactive Technologies. She is the recipient of several major awards, including the NSERC University Faculty Award (UFA) and the British Academy of Film and Television Arts Award (BAFTA) for Off-line Learning. She directs the Innovations in Visualization (InnoVis) research group and the Computational Media Design interdisciplinary graduate group. Her research on information visualization, large interactive displays, and media art draws on her dual background in Computer Science (Ph.D. Simon Fraser University) and Visual Arts (Sheridan College and Emily Carr University of Art and Design). Nicolai Marquardt is a PhD candidate at the University of Calgary working with Dr. Saul Greenberg. He graduated in Media Systems from the Bauhaus University in Weimar, and joined Microsoft Research in Cambridge and Redmond as an intern during his graduate studies. He uses sketches extensively when designing novel interactive systems.