Sketching User Experiences: Getting the Design Right and the Right Design: Getting the Design Right and the Right Design [NOOK Book]

Overview

Sketching User Experiences approaches design and design thinking as something distinct that needs to be better understood-by both designers and the people with whom they need to work- in order to achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering ...

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Sketching User Experiences: Getting the Design Right and the Right Design: Getting the Design Right and the Right Design

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Overview

Sketching User Experiences approaches design and design thinking as something distinct that needs to be better understood-by both designers and the people with whom they need to work- in order to achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values.

Grounded in both practice and scientific research, Bill Buxton’s engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design.



  • Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, "smart" appliances, and things you only imagine in your dreams
  • Thorough coverage of the design sketching method which helps easily build experience prototypes-without the effort of engineering prototypes which are difficult to abandon
  • Reaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and others
  • Full of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods
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Editorial Reviews

From Barnes & Noble
The Barnes & Noble Review
Whatever you're designing -- software or toasters, microprocessors or skyscrapers -- you need to "put user experience front and center," says Bill Buxton. Here, Buxton makes a passionate case for a better way to design interactive products and the experiences surrounding them. The centerpiece is a technique humans have used successfully for centuries: sketching.

Buxton, a trained musician and former chief scientist at SGI and Alias|Wavefront, is now a principal researcher at Microsoft. He's deeply comfortable with all the skills that go into breakthrough design: He's capable of appreciating usability, engineering excellence, and profitability without losing sight of any of them.

In Sketching User Experiences, he begins by assessing the current state of product and software design, good and bad. (There's a case study. Yes, it's Apple. But if you think there's nothing new to say about Apple, you're wrong: Buxton's found plenty.) Next, he explains why a real design process is so important, and what a good one might look like.

Then, Buxton turns to sketching: design attempts that are quick, timely, inexpensive, disposable, plentiful, and fluid. Sketched designs "don't 'tell,' " he says, "they 'suggest.' " (Are you hearing echoes of some of the ideas organizations are pursuing to manage change more effectively, like agile development? If so, we agree.)

Buxton gradually fleshes out his insights - for example, explaining how sketches and prototypes differ, and showing how to sketch interaction. Then, he returns to case studies: the working methods of some of the great designers he's encountered.

They use many approaches and metaphors -- storytelling, flipbooks, bricolage, "video envisionment." Their assignments range from airline ticket kiosks to "the desk of the future." But each is here for a reason: to share hard-won, rarely discussed wisdom about the process of designing great products, interactions, and experiences. We've never seen anyone capture the field as well. Bill Camarda, from the June 2007 Read Only

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Product Details

  • ISBN-13: 9780080552903
  • Publisher: Elsevier Science
  • Publication date: 7/28/2010
  • Series: Interactive Technologies
  • Sold by: Barnes & Noble
  • Format: eBook
  • Edition number: 1
  • Pages: 448
  • Sales rank: 727,182
  • File size: 13 MB
  • Note: This product may take a few minutes to download.

Table of Contents

Author's Note
Preface
PART I: DESIGN AS DREAMCATCHER
Introduction
Case Study: Apple, Design and Business
The Bossy Rule
A Snapshot of Today
The Role of Design
A Sketch of the Process
The Cycle of Innovation
The Question of ?Design?
The Anatomy of Sketching
Clarity is not always the Path to Enlightenment
The Larger Family of Renderings
Experience Design vs. Interface Design
Sketching Interaction
Sketches are not Prototypes
Where is the User in all of this?
You make that Sound like a Negative Thing
If Someone Made a Sketch in the Forest and Nobody Saw it?
The Object of Sharing
Annotation: Sketching on Sketches
Design Thinking & Ecology
The Second Worst Thing that Can Happen
A River Runs Through It


PART II: STORIES OF METHODS AND MADNESS
Introduction
The Wonderful Wizard of Oz
Chameleon: From Wizardry to Smoke-and-Mirrors
Le Bricolage: Cobbling Things Together
It was a Dark and Stormy Night?
Visual Story Telling
Simple Animation
Shoot the Mime
Sketch-a-Move
Extending Interaction: Real and Illusion
The Bifocal Display
Video Invisionment
Interacting with Paper
Are you Talking to me?

PART III: RECAPITULATION & CODA
Some Final Thoughts

PART IV: REFERENCES/BIBLIOGRAPHY
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