Sketching User Experiences: Getting the Design Right and the Right Design / Edition 1

Sketching User Experiences: Getting the Design Right and the Right Design / Edition 1

by Bill Buxton
     
 

ISBN-10: 0123740371

ISBN-13: 9780123740373

Pub. Date: 04/24/2007

Publisher: Elsevier Science

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

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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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Product Details

ISBN-13:
9780123740373
Publisher:
Elsevier Science
Publication date:
04/24/2007
Series:
Interactive Technologies Series
Edition description:
New Edition
Pages:
448
Product dimensions:
7.40(w) x 9.20(h) x 0.90(d)

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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