This document discusses collaborative sketching for user experience design. It defines collaborative sketching as a quick, simple, and collaborative process rooted in design studio methodology. The key aspects of collaborative sketching outlined are discussing the problem or experience to sketch, individually sketching multiple ideas within a time limit, sharing sketches with the team to provide feedback, and revising sketches based on feedback. The document provides examples of collaborative sketching exercises and resources for further learning about design studio methodology and sketching tools.
4. 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
5. Why sketch?
• Enable
communication
• Make abstract
concepts concrete
• Iterate on ideas
• Jumpstart
collaboration
• Ensure recollection
• Humanize ideas
6. What can I sketch?
• Home pages
• Category pages
• Product pages
• Wizards & widgets
• Search results
• Process Flows
• Anything, really
7. And there’s so
much more to
sketch for …
• Smartphones
• Tablets
• Google Glass
• iWatches
• Responsive design
• Ubiquitous
computing
8. Who can sketch?
• Information architects
• Interaction designers
• Graphic designers
• Content strategists
• Project managers
• Business analysts
• Functional analysts
• Developers
• Client directors
10. A few ways we sketch at
Razorfish:
•
•
•
•
•
Solo
Sketch to comp
Communicate to client
Storyboarding
As a team – collaboratively
11. 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
18. 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
20. “The great benefit of drawing is that when you
look at something, you see it for the first time.”
- Milton Glaser
21. “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
22. 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
23. "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
26. For the purposes
of today’s
workshop,
sketching is …
•Quick
•Simple
•Collaborative
27. All the tools you
need:
Paper
Sharpies
Photo by JasonTank, Flickr
28. 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
29. 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
31. 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
32. 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
33. 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
34. Revise
• Now begin your wireframe with a more informed
view, more and better ideas
• And sketch again if you need to
40. 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
42. 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
49. Sketching Tools
The following apps are all
for the iPad:
• Adobe Ideas
• Bamboo Paper
• Muji Notebook
• Penultimate
• SketchBook Pro
• Paper
50. 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
51. 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