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Sketching

Sketching. HCDE 518 & INDE 545 Winter 2012. With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry. Agenda. Announcements Lecture & Discussion – Sketching Sketching exercise Break – 5 mins Lecture & Discussion - Filtering ideas Next class. Announcements.

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Sketching

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  1. Sketching HCDE 518 & INDE 545 Winter 2012 With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry

  2. Agenda • Announcements • Lecture & Discussion – Sketching • Sketching exercise • Break – 5 mins • Lecture & Discussion - Filtering ideas • Next class

  3. Announcements • A1, R4 graded and returned • Ideation<->Sketching • P1 due Wednesday • Questions?

  4. LECTURE – SKETCHING

  5. Sketching

  6. Sketching Definition • A process that enables you to think through ideas and convey design ideas to others very early in the design phase

  7. Why is sketching useful? • Early ideation • Think through ideas • Force you to visualize how things come together • Communicate ideas to others to inspire new designs • Active brainstorming

  8. Sketch as a dialog with the mind (seeing that) (seeing as) Buxton, pp. 114

  9. Buxton's Sketch Properties • Quick • Timely • Inexpensive • Disposable • Plentiful • Clear vocabulary • Distinct gesture • Minimal detail • Appropriate degree of refinement • Suggest and explore rather than confirm • Ambiguity

  10. Quick • A sketch is quick to make, or at least gives that impression

  11. Timely • A sketch can be provided when needed

  12. Inexpensive • Cost must not inhibit the ability to explore a concept, especially early in design

  13. Disposable • If you can't afford to throw it away, it's not a sketch • Investment is in the process, not the physical sketch • However, not “worthless”

  14. Plentiful • They don't exist in isolation • Meaning & relevance is in the context of a collection or series

  15. Clear Vocabulary • The way it's rendered (e.g., style, form, signals) makes it distinctive that it is a sketch • Could be the way that a line extends through endpoints

  16. Distinct Gesture • Fluidity of sketches gives them a sense of openness and freedom • Opposite of engineering drawing, which is tight and precise Vs.

  17. Minimal Detail • Include only what is required to render the intended purpose or concept

  18. Appropriate Degree of Refinement • Make the sketch be as refined as the idea • If you have a solid idea, make the sketch look more defined • If you have a hazy idea, the sketch will look much rougher and less defined

  19. Suggest and Explore Rather than Confirm • Sketch should act as a catalyst to the desired and appropriate behaviors, conversations, and interactions

  20. Ambiguity • Intentionally ambiguous • Value comes from being able to be interpreted in different ways, even by the person who created them

  21. Sketch vs. Prototype The primary differences are in the intent

  22. Is this a sketch? Why or why not?

  23. Is this a sketch? Why or why not?

  24. Is this a sketch? Why or why not?

  25. Is this a sketch? Why or why not?

  26. Is this a sketch? Why or why not?

  27. Is this a sketch? Why or why not?

  28. Is this a sketch? Why or why not?

  29. Is this a sketch? Why or why not?

  30. Forms of Sketching? • Note that the properties Buxton describes doesn’t mention anything about form factor • Can be pencil/pen drawing on paper • Something scraped together in Photoshop • Traced photos • Quick-and-dirty prototyping • Magazine cut-outs • Modifications to existing objects • UI Tools • Programming as sketching (e.g., Processing)

  31. Activity: Sketching Practice • Sketch 2 ideas each for the two design problems: • 1. Room arrangement – how might you rearrange this classroom to better facilitate discussion? • 2. Elevator buttons – how would you design the arrangement of an elevator’s buttons for a 6 story building with a front and rear door? • Be quick! Don’t spend more than a couple of minutes per sketch. • Don’t worry about details. Just get the idea down. • Think about what you need to show to communicate the idea.

  32. Break – 5 minutes

  33. Critiquing Sketches is Important • Ideas are both good and bad • Both are useful in design • By making clear what’s a bad design, we can avoid actually implementing it • Bad ideas help you justify your good ideas • Collectively, feedback can turn a good idea into a great idea • Filtering • Brainstorming generates too many ideas to actually implement

  34. Filtering: How to do it? • Talk about the strengths of the idea • Talk about the weaknesses • Discuss the feasibility of it • Is it buildable? Does it meet user requirements? • Discuss the originality of it • What new task does this accomplish? Or what is out there that the idea is better than? • Sort into piles of good, okay, and off-the-table

  35. P2 – Ideation & Sketching • Due next Wedneday • As a team, conduct a brainstorming session where you generate at least 10 ideas per person (e.g., 30 total ideas for a 4 person team) • Feel free to go for more! More is better! • As a team, filter the ideas according to your users’ needs and pick the best three • Resketch these 3 ideas more neatly and provide a 1-2 paragraph written justification for why they're the best • Class time on Wednesday will be given for this

  36. Activity: Filtering Practice • Sketches generated from a brainstorm session with my directed research group • Topic: Technology that could support healthy sleep behaviors

  37. Summary • Sketching is a form of communication about design ideas • Sketches should be quick and not focused on details • Go for quantity, not quality, and then filter ideas to find the strongest, most original, and most feasible

  38. Next Class Topics • Wednesday, February 8th • Ideation (and Jeena’s discussion questions) • Monday, February 13th • Lo-Fi Prototyping • Discussant: John • Upcoming Work • P1, R6

  39. Group Project time

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