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
Description
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.
Sketching User Experiences: The Workbook, 1st Edition
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