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Collaborative Sketching for UX - NYU 02/19/14

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Collaborative Sketching for UX - NYU 02/19/14

  1. Collaborative Sketching for UX Robert Stribley 02/19/14
  2. Arguably, we’ve been sketching for eons
  3. But now, we’re sketching more than ever • IdeaPaint Inc makes a paint that turns any surface into a whiteboard • Its sales have doubled every year since introduced in 2008 • More than ½ its business is in the workplace See “Doodling for Dollars,” Wall Street Journal, April 24, 2012
  4. Why sketch? • Enable communication • Make abstract concepts concrete • Iterate on ideas • Jumpstart collaboration • Ensure recollection • Humanize ideas
  5. What can I sketch? • Home pages • Category pages • Product pages • Wizards & widgets • Search results • Process Flows • Anything, really
  6. And there’s so much more to sketch for … • Smartphones • Tablets • Google Glass • iWatches • Responsive design • Ubiquitous computing
  7. Who can sketch? • Information architects • Interaction designers • Graphic designers • Content strategists • Project managers • Business analysts • Functional analysts • Developers • Client directors
  8. Really, anyone can sketch Cartoon by XKCD
  9. A few ways we sketch at Razorfish: • • • • • Solo Sketch to comp Communicate to client Storyboarding As a team – collaboratively
  10. What sketching isn’t … • Sketching isn’t only for designers • Sketching isn’t difficult • Sketching isn’t drawing You needn’t be Michelangelo to participate
  11. However, we can learn from the pros
  12. Who often begin with a sketch
  13. Adding layers, detail, color
  14. Until they complete their masterpiece
  15. A Quick Case Study
  16. Any idea what this is a sketch of?
  17. Twitter [This sketch] has very special significance – it's hanging in the office somewhere with one other page. Whenever I'm thinking about something, I really like to take out the yellow notepad and get it down. – Jack Dorsey, Twitter “twttr sketch” Twitter.com
  18. Some Advice from the Experts
  19. “The great benefit of drawing is that when you look at something, you see it for the first time.” - Milton Glaser
  20. “There are techniques and processes whereby we can put experience front and center in design. My belief is that the basis for doing so lies in extending the traditional practice of sketching.” - Bill Buxton
  21. Attributes of a Sketch •Quick •Timely •Inexpensive •Disposable •Plentiful •Clear vocabulary •Distinct gesture •Minimal detail •Appropriate degree of refinement •Suggest & explore rather than confirm •Ambiguity Bill Buxton Sketching User Experiences
  22. "There is no more powerful way to prove that we know something well than to draw a simple picture of it. And there is no more powerful way to see hidden solutions than to pick up a pen and draw out the pieces of our problem." Dan Roam The Back of the Napkin
  23. Collaborative Sketching
  24. For the purposes of today’s workshop, sketching is … •Quick •Simple •Collaborative
  25. All the tools you need: Paper Sharpies Photo by JasonTank, Flickr
  26. Defining Collaborative Sketching Origins • Rooted in Design Studio Methodology • Grew out of industrial design and architecture • No “rockstars” • Different versions/methods • For example, Todd Zaki Warfel, Message First, talks about … • Create. Pitch. Critique. • 6.8.5 game
  27. Methodology • Sketch • Limit your time • Don’t worry about mistakes or style Goals • Benefit from the participation of your colleagues • Communicate ideas effectively by visualizing them • Quickly generate ideas and refine through iterations
  28. Process: 1. Discuss 2. Sketch 3. Share 4. Revise
  29. Discuss • Discuss the experience you’re sketching • What’s its purpose? • What features are necessary? • How would you prioritize them? • What’s the audience? • However, you are not discussing layout or design • Just the problem you’re trying to solve • No sketching yet
  30. Sketch • Sketch silently • Limit your time – 5, 10 minutes • Sketch as much has possible, as many different ideas as possible • Emphasis is on quantity of ideas not quality of sketches
  31. Share • Review your work with your team • Keep it short – 60 seconds each • You provide feedback to others • What you like • Questions about didn’t work for you • You’re not grilling your colleagues and this is not a competition
  32. Revise • Now begin your wireframe with a more informed view, more and better ideas • And sketch again if you need to
  33. Now, it’s your turn
  34. Our Exercise
  35. What to do?
  36. Our Exercise: A home page for Events.com • A website for finding local events – Listed by category – Listed by date – Listed by … what else? • Who is the audience? – Locals – Tourists – Event promoters
  37. Also, consider other event sites you’re familiar with. This will be your “competitive analysis”
  38. Our Exercise: In teams, sketch your ideas 1. Take 10 minutes to discuss what features belong here 2. Sketch your ideas silently for 10 minutes 3. Share your sketches with your team 4. Sketch again, incorporating what you learned from others Discuss Sketch Share Revise
  39. Our Exercise: 1. Take 10 minutes to discuss what features belong here
  40. Our Exercise: 2. Sketch your ideas silently for 10 minutes
  41. Our Exercise: 3. Share your sketches with your team
  42. Our Exercise: 4. Sketch again, incorporating what you learned from others
  43. Some Resources
  44. Books
  45. Sketching Tools The following apps are all for the iPad: • Adobe Ideas • Bamboo Paper • Muji Notebook • Penultimate • SketchBook Pro • Paper
  46. Prototyping AppSeed Currently in development, this Kickstarter project lets you to turn your app sketches into working mobile prototypes “Sketching is simply the fastest way to test ideas and visually brainstorm” – Greg Goralski, AppSeed creator
  47. Further Study • Introduction to Design Studio Methodology http://uxmag.com/articles/introduction-to-design-studio-methodology • The Design Studio Method – Presentation by Todd Zaki Warfel https://vimeo.com/37861987
  48. Thank you www.slideshare.net/stribs

Notas do Editor

  • Collaborative Sketching for UX
  • “Aerial Screw” sketch by Leonardo DaVinci - circa 1483
  • Cave painting in Lascaux, France
  • Reference - “Doodling for Dollars,” Wall Street Journal, April 24, 2012
  • Why Sketch?
  • Sketches by Razorfish UX
  • XKCD Cartoon http://xkcd.com/386/
  • Sketch by Edward Hopper – Photo by Robert Stribley
  • Sketch by Edward Hopper– Photo by Robert Stribley
  • Sketch by Edward Hopper – Photo by Robert Stribley
  • “Nighthawks” by Edward Hopper, 1942 – Photo by Robert Stribley
  • Milton Glaser, graphic designer, designer of the I <3 New York logo
  • Bill Buxton – Sketching User Experiences
  • Common precognitive visual attributes – from The Back of the Napkin – Dan Roam
  • Our Exercise
  • Photo by JasonTank, Flickr
  • Defining Collaborative Sketching6.8.5 – Create 6-8 sketches in 5 minutes
  • Our Exercise
  • Our Exercise
  • Our Exercise
  • Our Exercise
  • Our Exercise
  • Our Exercise
  • Photo: Flickr.com/stribs
  • Refer to websites: Flavorpill, NYCgo, Eventful, etc
  • Resources
  • Books: Sketching User Experiences by Bill Buxton, The Back of the Napkin by Dan Roam
  • Sketching Apps
  • Prototyping with sketches – source: http://www.fastcodesign.com/3017637/kickstarting-appseed-turns-your-sketches-into-apps
  • thanks

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