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

Book Description

Bill Buxton and I share a common belief that design leadership together with technical leadership drives innovation. Sketching, prototyping, and design are essential parts of the process we use to create new products. Bill Buxton brings design leadership and creativity to Microsoft. Through his thought-provoking personal examples he is inspiring others to better understand the role of design in their own companies--Bill Gates, Chairman, Microsoft "Informed design is essential." While it might seem that Bill Buxton is exaggerating or kidding with this bold assertion, neither is the case. In an impeccably argued and sumptuously illustrated book, design star Buxton convinces us that design simply must be integrated into the heart of business--Roger Martin, Dean, Rotman School of Management, University of Toronto Design is explained, with the means and manner for successes and failures illuminated by engaging stories, true examples and personal anecdotes. In Sketching User Experiences, Bill Buxton clarifies the processes and skills of design from sketching to experience modeling, in a lively and informative style that is rich with stories and full of his own heart and enthusiasm. At the start we are lost in mountain snows and northern seas, but by the end we are equipped with a deep understanding of the tools of creative design.--Bill Moggridge, Cofounder of IDEO and author of Designing Interactions "Like any secret society, the design community has its strange rituals and initiation procedures. Bill opens up the mysteries of the magical process of design, taking us through a land in which story-telling, orange squeezers, the Wizard of Oz, I-pods, avalanche avoidance, bicycle suspension sketching, and faking it are all points on the design pilgrim's journey. There are lots of ideas and techniques in this book to feed good design and transform the way we think about creating useful st

Table of Contents

  1. Copyright
    1. Dedication
  2. Preface
    1. Audience
    2. Overview
  4. Acknowledgements
  5. Author’s Note
  6. I. Design as Dreamcatcher
    1. Design for the Wild
      1. What Saved Saul?
      2. Wild Cognition
      3. Moving to a Solution
    2. Case Study: Apple, Design, and Business
      1. Take 2: The Apple iPod
    3. The Bossy Rule
    4. A Snapshot of Today
    5. The Role of Design
    6. A Sketch of the Process
    7. The Cycle of Innovation
    8. The Question of Design
    9. The Anatomy of Sketching
    10. Clarity is not Always the Path to Enlightment
    11. The Larger Family of Renderings
    12. Experience Design vs. Interface Design
    13. Sketching Interaction
    14. Sketches are not Prototypes
    15. Where is the User in All of This?
    16. You Make That Sound Like a Negative Thing
    17. If Someone Made a Sketch in the Forest and Nobody Saw It...
      1. Portfolio Wall
    18. The Object of Sharing
      1. Tech Box
      2. CoWall
      3. Cabinet
    19. Annotation: Sketching On Sketches
    20. Design Thinking and Ecology
    21. The Second Worst Thing That Can Happen
    22. A River Runs Through It
  7. II. Stories of Methods and Madness
    1. From Thinking On to Acting On
    2. The Wonderful Wizard of Oz
      1. Airline Ticket Kiosk
      2. The Listening Typewriter
    3. Chameleon: From Wizardry to Smoke-and-Mirrors
    4. Le Bricolage: Cobbling Things Together
      1. The Video Whiteboard
      2. Gesture-Controlled MP3 Player
    5. It was a Dark and Stormy Night...
      1. Two Sides of Role Playing
      2. Theatrical Sketches of the Less Extreme Kind
    6. Visual Storytelling
      1. Sequencing Images: Scott and Ron’s Agenda
      2. Boarding a Game to Avoid a Boring Game
      3. Why Are Transitions Like Canada?
    7. Simple Animation
    8. Shoot the Mime
      1. Bricks and the Graspable Interface
      2. Handing It to the Wizard
    9. Sketch-A-Move
    10. Extending Interaction: Real and Illusion
    11. The Bifocal Display
    12. Video Envisionment
      1. The Xerox 895X Matter Duplicator
      2. Office of the Professional
      3. The Knowledge Navigator
      4. Seamless Media Design—Clearboard III
    13. Interacting with Paper
      1. Example: Scoping Out Tektronix
      2. Interactive Paper Interfaces
      3. Back to Our Agenda
      4. Keeping Cool—A Home Climate Controller
      5. Appearances Can Be Deceiving
    14. Are You Talking to Me?
  8. Recapitulation and Coda
    1. Some Final Thoughts
      1. Process versus Product
      2. Demo or Die: A Short-Sighted Mantra
      3. Back to Sketching 101
      4. Moving Away from the Cult of the Individual
      5. And Finally...
  9. References and Bibliography
    1. A
    2. B
    3. C
    4. D
    5. E
    6. F
    7. G
    8. F
    9. I
    10. J
    11. K
    12. L
    13. M
    14. N
    15. O
    16. P
    17. R
    18. S
    19. T
    20. U
    21. V
    22. W