Sketching User Experiences: The Workbook
December 19, 2011
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Sketching User Experiences: The Workbook by Saul Greenberg, Sheelagh Carpendale, Nicolai Marquardt & Bill Buxton just published!
Review the full Table of Contents below. |
About the Book
In Sketching User Experiences: The Workbook, you will learn, through step-by-step instructions and exercises, various sketching methods that will let you express your design ideas about user experiences across time. Collectively, these methods will be your sketching repertoire: a toolkit where you can choose the method most appropriate for developing your ideas, which will help you cultivate a culture of experience-based design and critique in your workplace.
Key Features:
- Features standalone modules detailing methods and exercises for practitioners who want to learn and develop their sketching skills
- Extremely practical, with illustrated examples detailing all steps on how to do a method
- Excellent for individual learning, for classrooms, and for a team that wants to develop a culture of design practice
- Perfect complement to Buxton’s Sketching User Experience or any UX text
Quotes:
“In Sketching User Experiences, Buxton gave a compelling argument as to WHY sketching is so important to design. In this excellently-designed companion, he and his co-authors show HOW. I have been haranguing students for years with the message that they should be doing a lot of sketching, and this is the first guide I can really use to show them what it means and how it works.”
-Terry Winograd, Professor at Stanford University and founding faculty member of its ‘D.School’ and author of Bringing Design to Software
“As an interaction designer who teaches, I’ve waited a while for a book like this! Sketching User Experiences – The Workbook is a design-by-doing guide for practitioners and students on how to integrate design practice, techniques and thinking into the practices of human-computer interaction and interaction design. As the companion piece to Bill Buxton’s Sketching User Experience, this book is a one-two combination for learning and doing design in a world of interaction.”
-Ron Wakkary, Associate Professor at the School of Interactive Arts and Technology, Simon Fraser University and Co-Editor-in-Chief of ACM interactions magazine.
Table of Contents:
1. GETTING INTO THE MOOD
1.1 Introduction
1.2 Why Should I Sketch?
1.3 The Sketchbook
1.4 10 Plus10: Descending the Design Funnel
2. SAMPLING THE REAL WORLD
2.1 Scribble Sketching
2.2 Sampling with Cameras
2.3 Collecting Images and Clippings
2.4 Toyboxes and Physical Collections
2.5 Sharing Found Objects
3. THE SINGLE IMAGE
3.1 Warm Up to Sketching
3.2 Sketching What You See
3.3 Sketching Vocabulary
3.4 The Vanilla Sketch
3.5 The Collaborative Sketch
3.6 Slideware for Drawing
3.7 Sketching with Office Supplies
3.8 Templates
3.9 Photo Traces
3.10 Hybrid Sketches
3.11 Sketching with Foam Core
4. SNAPSHOTS OF TIME: THE VISUAL NARRATIVE
4.1 Sequential Storyboards
4.2 The State Transition Diagram
4.3 The Branching Storyboard
4.4 The Narrative Storyboard
5. ANIMATING THE USER EXPERIENCE
5.1 The Animated Sequence
5.2 Motion Paths
5.3 Branching Animations
5.4 Keyframes and ‘Tweening
5.5 Linear Video
6. INVOLVING OTHERS
6.1 Uncovering the Initial Mental Model
6.2 Wizard of Oz
6.3 Think Aloud
6.4 Sketch Boards
6.5 The Review
ISBN: 9780123819598 | View in bookstore
SteveH
