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Buxton - Sketching user experiences: getting the design right and the right design

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There are very few resources available that see across and through all of the disciplines involved in developing great experiences. This is complex stuff and Buxtons work is both informed and insightful. He shares the work in an intimate manner that engages the reader and you will find yourself nodding with agreement, and smiling at the poignant relevance of his examples.--Alistair Hamilton, Symbol Technologies, NY Books that have proposed bringing design into HCI are aplenty, though books that propose bringing software in to Design less common. Nevertheless, Bill manages to skilfully steer a course between the excesses of the two approaches and offers something truly in-between. It could be a real boon to the innovation business by bringing the best of both worlds: design and HCI.-;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 pilgrims journey. There are lots of ideas and techniques in this book to feed good design and transform the way we think about creating useful stuff. Peter Gabriel I love this book.-;* 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 prototypeswithout 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.;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 Buxtons engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design.-;--Richard Harper, Microsoft Research, Cambridge There is almost a fervor in the way that new products, with their rich and dynamic interfaces, are being released to the publictypically promising to make lives easier, solve the most difficult of problems, and maybe even make the world a better place. The reality is that few survive, much less deliver on their promise. The folly? An absence of design, and an over-reliance on technology alone as the solution. We need design. But design as described here depends on different skillsetseach essential, but on their own, none sufficient. In this rich ecology, designers are faced with new challengeschallenges that build on, rather than replace, existing skills and practice. Sketching User Experiences approaches design and design thinking as something distinct that needs to be better understoodby both designers and the people with whom they need to work in order to achieve success with new products and systems.-;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 -- PARTII: 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.;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 prototypeswithout 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 (www.mkp.com/sketching) that demonstrate the principles and methods. About the Author Trained as a musician, Bill Buxton began using computers over thirty years ago in his art. This early experience, both in the studio an on stage, helped develop a deep appreciation of both the positive and negative aspects of technology and its impact.-;This increasingly drew him into both design and research, with a very strong emphasis on interaction and the human aspects of technology. He first came to prominence for his work at the University of Toronto on digital musical instruments and the novel interfaces that they employed. This work in the late 70s gained the attention of Xerox PARC, where Buxton participated in pioneering work in collaborative work, interaction techniques and ubiquitous computing. He then went on to become Chief Scientist of SGI and Alias Wavefront, where he had the opportunity to work with some of the top film makers and industrial designers in the world. He is now a principal researcher at Microsoft Corp., where he splits his time between research and helping make design a fundamental pillar of the corporate culture.-

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Sketching User Experiences

Getting the design right and the right design

Bill Buxton

Morgan Kaufmann

Copyright

Publisher: Diane Cerra

Publishing Services Manager: George Morrison

Senior Project Manager: Brandy Lilly

Editorial Assistant: Asma Palmeiro

Copyeditor: Adrienne Rebello

Indexer: Distributech Scientific Indexing

Interior printer: Transcontinental Interglobe

Cover printer: Transcontinental Interglobe

Book Design: Henry Hong-Yiu Cheung

Information Graphics: Henry Hong-Yiu Cheung

Typography Consultant: Archetype

Illustrations: Adam Wood

Morgan Kaufmann Publishers is an imprint of Elsevier. 500 Sansome Street, Suite 400, San Francisco, CA 94111

This book is printed on acid-free paper.

Designations used by companies to distinguish their products are often claimed as trademarks or registered trademarks. In all instances in which Morgan Kaufmann Publishers is aware of a claim, the product names appear in initial capital or all capital letters. Readers, however, should contact the appropriate companies for more complete information regarding trademarks and registration.

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any meanselectronic, mechanical, photocopying, scanning, or otherwise-without prior written permission of the publisher.

Permissions may be sought directly from Elseviers Science & Technology Rights Department in Oxford, UK: phone: (+44) 1865 843830, fax: (+44) 1865 853333, E-mail: ), by selecting Support & Contact then Copyright and Permission and then Obtaining Permissions.

Library of Congress Cataloging-in-Publication Data Buxton, William. Sketching user experience : getting the design right and the right design / Bill Buxton. p. cm. Includes bibliographical references and index. ISBN-13: 978-0-12-374037-3 (pbk.: alk. paper) ISBN-10: 0-12-374037-1 (pbk.: alk. paper) 1. Design, Industrial. I. Title. TS171.B89 2007 658.5752-dc22 2006036416

ISBN 13: 978-0-12-374037-3

ISBN10: 0-12-374037-1

For information on all Morgan Kaufmann publications, visit our Web site at www.mkp.com or www.books.elsevier.com

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Dedication

To the love of my life, Lizzie Russ

Preface

If Ernest Hemingway, James Mitchener, Neil Simon, Frank Lloyd Wright, and Pablo Picasso could not get it right the first time, what makes you think that you will?

Paul Heckel

This is a book about design. Mainly, it is about the design of appliances, structures, buildings, signs, and yes, computers, that exist in both the physical and behavioral sense. That is, there may be something concrete that you can touch, see, and hear. But there is also something that you can actively experience: something that involves dynamics or time; something with behavior that is usually the result of software running on an embedded microprocessor; and something whose design needs to be grounded in the nature of that experience.

The underlying premise of the book is that there are techniques and processes whereby we can put experience front and centre in design. My belief is that the basis for doing so lies in extending the traditional practice of sketching.

So why should we care about any of this?

Hardly a day goes by that we dont see an announcement for some new product or technology that is going to make our lives easier, solve some or all of our problems, or simply make the world a better place.

However, the reality is that few of these products survive, much less deliver on their typically over-hyped promise. But are we learning from these expensive mistakes? Very little, in my opinion. Rather than rethink the underlying process that brings these products to market, the more common strategy seems to be the old shotgun method; that is, keep blasting away in the hope that one of the pellets will eventually hit the bulls eye.

Now if this is a problem, and I believe that it is, it shows every indication of getting worse before it gets better. The pundits, such as Weiser (1991) and Dourish (2001), as well as those contributing to Denning Metcalfe (1997) and Denning (2001), tell us that we are in the midst of a significant transition in the very nature of the products that are going to emerge in the future. Others, such as Forty (1986) and Borgmann (1987) would say that this transition began a long time ago. Both are accurate. The important point to recognize is that whenever it started, the change has reached a tipping point (Gladwell 2000), where we ignore it at our peril if we are in the business of creating new products.

By virtue of their embedded microprocessors, wireless capabilities, identity tagging, and networking, these products are going to be even more difficult to get right than those that we have produced (too often unsuccessfully) in the past. For those of us coming from computer science, these new products are going to be less and less like a repackaging of the basic PC graphical user interface. For industrial designers, they are no longer going to be the mainly passive entities that we have dealt with in the past. (The old chestnut problem of the flashing 12:00 on the VCR is going to look like childs play compared to what is coming.) For architects, buildings are going to become increasingly active, and reactive, having behaviours that contribute as much to their personalities as do the shapes, materials, and structures that have defined their identity in the past.

And then there is the business side. These new products are going to present a raft of new challenges to the product manager. Finally, company executives are going to have to acquire a better understanding of the pivotal role of design in achieving their business objectives, as well as their own responsibilities in providing the appropriate leadership and environment where innovation can thrive, as opposed to just survive.

On the one hand, the change that confronts us is rooted in the increasingly rich range of behaviours that are associated with the products we are being asked to create. These products will be interactive to an unprecedented degree. Furthermore, the breadth of their form and usage will be orders of magnitude wider than what we have seen with PCs, VCRs, and microwave ovens. Some will be worn or carried. Others will be embedded in the buildings that constitute our homes, schools, businesses, and cars. In ways that we are only starting to even imagine, much less understand, they will reshape who does what, where, when, why, how, with whom, for how much, and for how long.

On the other hand, as suggested by this last sentence, the extended behaviours of these products will be matched, and exceeded, by the expanded range of human behaviour and experience that they enable, encourage, and provokeboth positive and negative.

Some academics, such as Hummels, Djajadiningrat, and Overbeeke (2001), go so far as to say that what we are creating is less a product than a context for experience. Another way of saying this is that it is not the physical entity or what is in the box (the material product) that is the true outcome of the design. Rather, it is the behavioural, experiential, and emotional responses that come about as a result of its existence and its use in the real world. Though this may always have been the case, this way of describing things reflects a transition to a different way of thinking, a transition of view-point that I characterize as a shift from object-centred to experience-centred.

And it is not just academics touting the experience-centric line for both products and services. It is also reflected in the titles that we find in the business sections of airport bookstores, such as

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