What lessons can be gleaned from your readings to explain why certain sketches were more successful than others in your past several sketching assignments? What techniques will you use going forward?
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Armando P.
November 6, 2012 at 8:05 pm (UTC 0) Link to this comment
There are several lessons from the readings that shed some insight into what successful sketches look like. One such lesson is the perhaps counter-intuitive lesson that sketches should be ambiguous. This means that sketches should not seek to be precise and explain everything. Instead they should be purposefully vague and gloss over details since this allows for alternate perspectives and interpretations. This has been true in class, the sketches that “solve” everything are the ones were people have a hard time coming up with helpful criticisms. In that same vein, the readings suggest that sketches should be “fun” and help explore the design space. My sketches that have been about “crazy” ideas do tend to generate more discussion. Finally the readings emphasize using sketches to focus on telling a story and showing an experience. This seems also related to helping the sketcher and other people looking at the sketches to see new ways the possible design could take shape.
I will try to use those techniques in my sketches from on. Since the point of sketches are to help the design process (and not create wonderful sketch artifacts), I will focus on sketching ideas that will help me better explore possible design solutions (this seems particularly relevant for our group project). This means trying to sketch more far-fetched ideas, sketching a wider range of ideas, and making an effort to not limit ideas by making sketches to precise or detailed.
Sreevatsa Krishnapur Sreeraman
November 7, 2012 at 8:27 am (UTC 0) Link to this comment
Of all the principles mentioned in the readings, I realize that two principles made few of my sketches draw critical review than other sketches. One was the minimalistic design, which raised interesting questions about my sketches. Even though the minimalism could be attributed to my developing sketching skill, most of the time this led to questions like the method used to charge mobile phones used in the design, due to the absence of details about the charging method (in case of mobile phone reuse sketches). Another closely related principle is Ambiguity. Some of my sketches did not give clear explanation of the inner working of the designs. For example, for the design of a coffee mug for diabetics, there was a question raised about the manner in which the sugar content will be measured in the cup and this led to a suggestion of using the same method used in glucose strips. This was a valid suggestion which would have helped if one was designing a real coffee mug.
I also realized that almost all of my designs are depiction of the design and did not tell a story to the sketch viewer. Especially after the storyboarding design activity in class, I appreciated the influence a story can have in explaining a concept. The book also suggested that telling a story from a sketch can be quite powerful way of putting your idea across and I will try to come up with stories to tell in my sketches. Also, the importance of designing an experience rather than a product is another principle that I would like to incorporate in my sketches.
Karen
November 7, 2012 at 11:35 am (UTC 0) Link to this comment
In all honesty it’s not possible for me to assess the success of my sketches for various reasons. The main reason is that I felt that the way we presented our sketches in our groups didn’t actually result in an assessment of the actual sketch, but rather the concepts. In all of my groups, there was a lot of verbalization and explanation accompanying each sketch. I feel that if we each just received the sketches without the accompanying verbal explanations, we would receive different kinds of feedback. Our “minimal” sketches may end up being too minimal to be understood, for instance; or on the flipside, they may have provided more room for useful suggestions. Also, many of mine and others’ sketches were isolated sketches, rather than being part of series as suggested in the readings. I actually usually had a series of sketches, but threw away the ones I did not like and would re-sketch my favorite to turn in. It seems like I did it all wrong! In the future I would like to test out different levels of ambiguity with my sketches. I would also like to play with simply showing others my sketches without saying anything, in order to help create more “holes” for interpretation. I really felt that I may have thought out some of the designs too much, even going so far as to draw out the designs in different sizes they might be marketed as…after this reading I think that maybe the sketches I felt unsure about were better (as sketches, maybe not concepts), because they were more “open.” I probably took too much time working on and detailing the concepts I liked, and became too committed to them.
Xinlu Tong
November 8, 2012 at 12:26 am (UTC 0) Link to this comment
The readings excerpt from Buxton’s book discusses about attributes of sketches and reflects our common understanding of what sketch is. In my opinion, most of the attributes of sketches are talking about one thing: we should regard sketches as a process of design, not the byproduct of design. That is to say that design should be tentative and ambiguous for us to explore alternatives and possibilities, just like the whiteboard design of software.
Among my previous sketches, there are some successful ones. The reason why they are successful is that I redesigned or modified some of the elements after I drew a rough sketch. It is this kind of rough sketch that provided me a reference to think with. In other words, it is easier to criticize existing design than create some brand new things.
Also, some of my successful sketches were consistent with other attributes mentioned in readings. One is minimal details. I only used stick figures and simple geometrical shapes to illustrate my design, which is easy for others to understand and will not distract their attentions.
However, there are some suggestions in the readings that I haven’t applied to my sketches, which are storytelling and role playing. All my previous sketches were almost static, or just a few steps to use it. I think I can add more elements to my future sketches to make it understandable and interesting.
Timothy Young
November 8, 2012 at 12:40 am (UTC 0) Link to this comment
An issue I have with sketching is that shortly after beginning a sketch, I will try to rush through it and make it vague since most of the details come naturally in my mind. I can see this being an issue when we share our sketches among the group where some people are unsure of the idea, but at the same time it allows myself to go into more details about the sketch when we discuss our ideas verbally. A key idea I took from the paper is that the sketch should not be the idea and every detail of the implementation on paper, but rather another piece in an overall design process that attempts to capture the complexity of creative design.
Like creative design, it appears that sketching sits on the border between a very focused process and a more open and ambiguous method.
Ishita Shah
November 8, 2012 at 2:08 am (UTC 0) Link to this comment
On reading the chapters, I realized why some of my sketches received criticism and questions, and why some did not.
It was largely because of the degree of ambiguity, degree of conformity and the level of detailing.
I made some sketches with lots of details, listing even the technology that I thought could be used to build a working prototype out of it.
These sketches did not receive any contradicting comments or reviews, since there was very little room for a different interpretation.
Some of my sketches had minimal details and were very vague. And while explaining them to the group, I myself came up with new ideas
which very not the same as those that came to my mind when I drew the sketch. And these were the ones that closely followed few of the
important attributes described in the readings.
Going forward, I would make it a point to not worry about the final design and limit my ideas, but make quick and
disposable sketches. Sketches that are more crazy and provoke questions in mind on seeing them. Also, from my previous
sketching discussions, I realized that stick figures and interactions depict ideas really well and I would continue using
them.
Jie
November 8, 2012 at 2:19 am (UTC 0) Link to this comment
After learning the principles of sketching mentioned in the reading, I think my sketches were not very successful, because I think I was not following some important sketching principles. What I did was more like prototyping a final product. I spent lots of time in drawing in order to make the sketches exhibit as many details as possible, which violates the “Quick”, “Minimal detail” and “Ambiguity” principles. I thought if I didn’t give enough explanations to every sketch, people in my group probably couldn’t tell what my design was. However, now I find out that too many details prevented me from receiving suggestions or comments from the group, because they are too specific and clarified, not leaving enough holes for imagination. I should pay more attention to how to use these principles in the future sketches. I think I can ask people in my group to guess what I draw first, instead of explaining it directly to them. Doing so should be able to stimulate more ideas and get more feedback to improve my design.
Another reading is about storytelling and role-play. I rarely applied these approaches to my sketches. I think the primary stakeholder involved in most of my design is myself. I should try to use these approaches in the future sketches and in our project, which would help create more ideas and also get a deeper understanding of the target user.
Chuxiong Wu
November 8, 2012 at 2:48 am (UTC 0) Link to this comment
The reading materials presents insightful thoughts about what is the correct understanding of sketching. Personally, one of my understands is the combination of design and sketching. According to the Buxton’s book, it reveals that sketching is the process of design which does not present a refined proposal, but provide a simply tentative concept. In the early phases of sketching, it shows a freedom world to build up imprecise suggestions of concept without rules.
Besides, a further lesson that I glean from the materials is sketches are not prototypes which sketches are at the early ideation stages and prototypes are the later process of the work from design funnel. Especially, the sketches emphasize suggestions, explorations, questions, proposals and more tentative ideas.
One of my successful sketches is used to be the final projects. The reason is I redesigned and went over the ideation like the design funnel shows which sharp the concept for further optimizing and does not have specific details. The early tentative concepts and thoughts cultivated insightful suggestions for me. The sketch(tentative concept) was accepted by others successfully in the group meeting.
For the future project work, I will use storytelling and the design funnel as model to optimize concepts. Also, the tentative sketching concepts will still guide me to build up easy-understanding sketches in design.
Martin S
November 8, 2012 at 3:30 am (UTC 0) Link to this comment
For me, sketching assignments have highlighted two key takeaways: the necessity to identify the relevant details, and the necessity for peer review.
Details important to the design of a tool or product are more readily identifiable in the sketching process. What stays, and what is neglected in a sketch is telling. In the process of drawing, I’ve been forced to confront the legitimacy of any given feature. I think this helps to identify a tool’s nuances and the rationale underlying each component necessary for a tool. The HCI book seems to align with this notion. I began the quarter with unnecessarily detailed sketches for the purposes here. Now I attempt to provide just enough detail to describe the intent of the tool clearly, which is also convenient for rapid iteration (which I am definitely not used to). Leaving some ambiguity provides spaces for suggestions.
I think peer review has been helpful both for generating content, as well as refining and brainstorming potential outcomes. I’ve usually performed sketching assignments with recourse to my audience, and attempting to illustrate for explanation. Similarly, I never know about the perceived substance of an idea when sketching on my own; critique has helped to refine ideas. Right now, I am unsure of how the sketches I’ve worked on for S5 will be received. If I were on a design team, social sketching groups would be potentially valuable.
XIaoyue Xiao
November 8, 2012 at 3:52 am (UTC 0) Link to this comment
According the lessons I learned from readings, I decide to choose one of my sketches for R1 a more successful one than others in my past several sketching assignments. It was a sketch described an application for both bus drivers and passengers, which means each of them has a client either on their mobile phone or in their drive room, receiving useful messages from each other.
As mentioned by Buxton, sketches should be plentiful. I drew four pictures for this design idea to illustrate how the system works in every situation. Sketches should have minimal details. I used lot of rectangles and circles to represent buttons and even did not designed the user interface of the mobile client, so it would provide openness and freedom for others to imagine what the product will be like and help to improve the design. Sketches should be appropriate degree of refinement, and at the same time, should suggest and explore rather than confirm. On the class that discussed S 1, the classmates in my group came up with their critiques and suggestions to help me make the system a better one, which proved that my sketch satisfied with these conditions.
Anshu Singh
November 8, 2012 at 3:53 am (UTC 0) Link to this comment
Surprisingly, my sketches as well as my sketching experience were quite the contrary of how it should be according to Buxton. I always focused on granularity and precision. Probably in process of reviewing each other’s sketching assignment I never stopped to think – “Sketches” are meant to be rough drawings. They should be open to changes, and serve as groundwork to build upon. For all my past sketches I was explicitly precautious about details, clarity, and self explanatory drawing. But I never realized making close-ended sketches prevented my ideas from being modified by my team members, for good. All we did was give justifiable explanation as to why our sketch is perfect or just explains what the design is about. We missed out on true essence of sketching, and even group discussions.
Going forward I shall try to incorporate as many sketching principles as possible. I shall try to make them quick, less detailed, with only appropriate degree of refinement, leaving more room for suggestions and exploration and last but not the least ambiguous enough; so that my team members can add their own flavor to my ideas (design), and recommend something even better.
Xinning Gui
November 8, 2012 at 3:58 am (UTC 0) Link to this comment
These chapters correct my misconceptions about sketch. I usually spent a lot of time on drawing sketches: I used rulers and a pair of compasses to make sure my lines and circles were accurate; I also used color pencils to draw animated characters. The principles of “Quick” and “Distinct Gesture” were violated. Also, sometimes, my animated characters sometimes were not very relevant to the design idea I wanted to convey. They were actually distracting details: people loved commenting on my animation more than evaluating my design ideas. This conflicted with the “minimal detail” principle. Also, when I was sketching, I always thought about possible questions which would be asked by group members. Therefore, I often annotated my sketches, trying to explain everything. This contradicted the principle of “minimal detail”, “suggest and explore rather than confirm” and “ambiguity”, I guess that’s why I seldom got questions from group members.
I will draw lessons from today’s readings and apply these useful principles to my sketches. For example, I will quicken my sketching process and follow certain sketching conventions instead of consuming much time in drawing precise lines; I will avoid superfluous details; I will leave a lot to my reviewers’ imagination, interpretations and suggestions instead of specifying and confirming everything in my sketches.
pushkar
November 8, 2012 at 4:24 am (UTC 0) Link to this comment
After going through Buxton’s Sketching User Experience book, I had a look at all the sketches I have done so far. I could clearly notice why some were so successful and others received criticism and were not successful. In one sketch, I spent a lot of time in drawing all the details that were a part of the scene in which the device I was trying to design was being used. On the whole, the drawing was quite detailed and looked good, but the main intent of the device which was a part of this scene was lost due to all the other details. This made me realize that drawings that are done quickly, with as minimal details as possible are the best to convey our ideas. Another principle that I noticed, which applies to some of my sketches was the principle of “plentiful”. In some cases when I drew 2 – 3 scenarios in which my idea could be used, I found that others understood it more clearly. In 1 sketch I had portrayed the device I was trying to design in 2 different scenarios. I feel that this made the sketch more understandable than a sketch which had just 1 use case of it.
Going forward I am planning to make my sketches simple by removing unnecessary details from it. Also the sketch should “Suggest and explore rather than confirm”. That is, instead of confirming a particular design and giving one solution to the problem, the sketch should just suggest an idea and leave room for discussion about it. Another way of encouraging discussion through sketches is to make it slightly ambiguous.
Anirudh
November 8, 2012 at 4:42 am (UTC 0) Link to this comment
Sketching:
After reading Buxton’ article on sketching I took a look at sketches that I have drawn so far. A common factor to all the sketches was it was quick. Though I spent a lot of time on thinking about different ideas and on three best ideas for the week’ topic, my sketching took inverse amount of time. This being said I think I need to work on having ambiguity in my sketches as it is the best way to elicit feedback from peer reviewers. Also looking at my sketches I found that some of them are on the lines of story-boarding. Another theme in my sketches has been familiarity-driven detailing, by this I mean that I tend to be detail-oriented when I’m familiar with the topic (example: sketches on “sports” in S3) and more abstract when I’ve not been exposed to a topic (example: sketches on “Health” in S2). A revelation after reading this article is that, the goal of sketching is not the sketch itself but to convey an idea and discuss the idea. And being precise on the functionality of a new product prevents discussion on alternate ways of achieving the goal.
In my future sketches my aim is to get more feedback by allowing ambiguity and leaving out detail even when I have the final design in mind.
Dark and stormy night:
I found the article very interesting, particularly the quote “If interactive sketches need to be timely, cheap and quick to produce, then words are one of the most efficient weapons in our arsenal”. The author conveys that creativity comes from imagination and playing around with ideas rather depicting/presenting concrete designs. The author suggests that the essence of story-telling is that we need to conjure the right images and memories which convey the design/image. This is true as stories abstract the formal principles of design and provide an informal way of characterizing an idea. The best thing is to keep things simple and involve humor as it throws open a world of possibilities.
Few of my sketches have words/quotes in them as I felt stick-figures alone would not depict an idea. But I feel that I could have cut down the number of words used so that imagination comes into play and allows reviewers to suggest on how to add details in different ways.
Chunzi Zheng
November 8, 2012 at 4:57 am (UTC 0) Link to this comment
I used to think that sketches should be clear enough to make people understand your idea once they saw the sketches. However, after I read Buxton’s articles, I found that the most important thing for a sketch is not making everything clear, but to be ambiguous and of minimal details to make sure it is open for advices and possibilities. I think some of my sketches in past is successful because the idea is expressed while the details are not described too much. Then the other members of our discussing group can come up with many advices and critiques since there is no specific limitation. And, I can refine it quickly and easily after discussion. On the contrast, the sketches I put a lot of efforts to draw received few critiques, because there is no space to refine them.
In the future work of sketches, I would make it quickly with minimal detail to express my idea rather than worrying about the final effects. And I would try the story-telling mode to explain more about the using context.
Parul Seth
November 8, 2012 at 4:58 am (UTC 0) Link to this comment
I have always loved sketching. But the kind of sketching that I used to do earlier, as a hobby, was too abstract and had no explicit meaning attached to it. It had always been on the philosophical side of this world and at times was just for fun. But when I began sketching for this course, the goal defined for each sketching assignment became important and led to grounding of my ideas which were floating in the air (i.e. until they were sketched). I gradually realized that it is not necessary to perfect your ideas before giving them a form; rather I learned that they get molded in the process of making. Also, it is not required to make a perfect sketch with full details, by not getting stuck on the technological challenges I found more room for creating out-of-the-box ideas.
While I was reading the readings from the book by Bill Buxton I was constantly nodding my head in agreement with the attributes that he has mentioned as essentials for sketching user experiences. I have experienced them through this process. There is a “lot” to learn. The sketches that seem obvious to me may not be obvious for others. The trade-off between being open (and/or ambiguous) and rendering with clear vocabulary needs to be taken into account. It is okay not to go into details, but the sketch should be such that it is readable in future by others. Also the art of conversing through means of sketching is to be learnt. Dialog is vital means of conveying thoughts and should be incorporated in sketches or any design process. Such dialog will help me in better conveying my ideas to the group without much explanation.
I loved the British rail anecdote in the second paper a lot. It suggests that design and sketching, should not be a proof it should be a suggestion in the process of ideation which triggers imagination and memories. It is amazing how a simple thought can be capable of generating plethora of design opportunities.
Additionally, being plentiful by making a number of sketches for a particular assignment was very helpful. I can see a pattern in my sketching; I usually end up making 3-4 quick sketches for my “3rd sketch”, this is evident of the process that I become a part of, a process that matures as more ideas start flowing in. It’s hard to start, but it’s much harder to stop :). I love it!
The thumb rule I learned for sketching from the readings and my experience is- “Keep it crude, Keep it humble and Keep it open for exploration.”
Jacob
November 8, 2012 at 5:12 am (UTC 0) Link to this comment
So sketches aren’t just for showing a design, eh? I guess I never thought of it as a story telling device, but that brings up a good point. I definitely don’t tell good stories in my drawings, and I think a lot of that is because I’m not good at drawing people. I don’t think you can tell a good story without putting people in your frames. But now that I think about it, from the sketches that I’ve seen in this class, whether from sharing with other students or examples in lecture slides, the sketches that get the ideas across best always seem to tell a good story. It helps you place the item in context with the rest of the world. What are the emotions that best surround using the device? Will you be rushed or relaxed when using it? Will it be sunny and cheery or cold, damp and rainy when you’re using it? The best designs today always are considered with these things in mind, and quite frankly, I haven’t managed to do that with my sketches.
Surendra Bisht
November 8, 2012 at 5:26 am (UTC 0) Link to this comment
From the reading, I have inferred that the main goal of sketching is to invite criticism, suggestions, and comments rather than to provide a solution. Hence, the sketch should have minimal details to leave a room for imagination. One of the attributes that I found missing in my initial sketches is ‘plentifulness’. The sketches were more or less isolated. However, my recent sketches were combination of multiple thumbnail sketches. I also noticed that some of my sketches have excessive text explaining the details about the sketch, which I find unnecessary now. In recent, sketches I have tried to use more visual elements and minimal text to describe it. Going forward, I would like to stress more on sketching the interaction of the design.
Yao
November 8, 2012 at 5:42 am (UTC 0) Link to this comment
In the readings the author suggested and illustrated many principles, which strongly raise my reflections. There “ambiguity” principle mentioned in the readings is what I think I might have to take into consideration in my future sketching. One problem I noticed in my sketching is that I often urgently want to find “solutions”, rather than finding “ideas”. As a result, every time I came up with some ideas, I would check if it is working to eliminate possible problems. At first, I thought it was a necessary process to justify my design to make sure if it is useful, but from the readings I got the point of making sketches “ambiguous”. In my previous sketches, I found that the more I justified my design, the less likely it can raise others’ thoughts or ideas. It was really frustrating at first, but I think I find the reason why this happens. In my justification, I might rule out some problems, but I might also set hidden limits in my design. As the author mentioned the readings, sketching is not prototyping; a sketch should not be a delicate or final design, but should be able to explain or show an idea to others, and with others’ comments one can know how to refine or improve his design. I think I can sum up my thoughts by the idea mentioned in the reading: “If you want to get the most out of a sketch, you need to leave big enough holes.”
Jianlin
November 8, 2012 at 6:47 am (UTC 0) Link to this comment
Reviewing my previous sketching after reading the two papers let me reflect some thought here. First, it is easier to sketch a simple idea than a complicated one. If the idea is simple, straightforward, I can grasp the main point over the sketching. For example, the idea of wireless stethoscope is relatively easy to be rendered. I just put a head of stethoscope and two ear plugs, a few explanations can clearly express my idea. And it prompts reviewers thoughts without distraction, e.g. some audio processing, AI aided diagnosis. On the contrary, if some ideas that need more detail to explain, I often feel my sketch is not capable to clarify the idea easily. For example, the “easy assemble bike”. I found that if I just render the overall idea, like showing a bike and disassemble parts, it is hard to describe how it works. If I render more details, it distracts the main idea. After reflecting on the sketching characters, I think sketching is not just simple, but still need to be refined progressively.
Another thought is that I still need to rethink about the idea of minimal detail. Although I did sketch the sketches, but I haven’t really think about minimize the detail before. When communicating with other people, not minimized the detail could become a problem to help others to grasp the main idea.
In sum, sketching is not just sketching out what you think, but really need to consider how to convey the idea through sketching.
Dakuo
November 8, 2012 at 7:19 am (UTC 0) Link to this comment
As Bill Buxton says in his article “Sketching User Experience”, sketches should have properties of “quick, timely, inexpensive, disposable, clear vocabulary and minimal detail”. I would think minimal detail and clear is contradiction. In Buxton’s another article, he claims that a sketch should not only chase for quick and timely, but also, even more importantly, focus on telling a clear story. If the sketch sacrifices meaning in order to keep timely property, it’s no longer a sketch but a piece of doodle. I think in my past sketches, one success feature is to add explanatory annotations to the sketch. One or two key word would surprisingly helpful for audience to understand the design. Though some time it may violate the “minimal detail” rule, I still think necessary words would help in sketch. It’s sort of “one good story is better than thousands of pictures”.
Another important rule I read from the articles is “suggest and explore rather than confirm”. I couldn’t agree with this more. I have tried my best to sketch good design at the beginning of quarter. Afterward, I notice there are always new ideas and improvements while discussing with others in class. I am not supposed to defense my instinctive idea but to listen to other’s opinion. Leave it open and make nothing confirm, it’s quite important for a success design sketch.
Dongzi Chen
November 8, 2012 at 8:10 am (UTC 0) Link to this comment
After read the reading material, I find I used to take a wrong idea about what is sketch. I thought the sketch is like a final prototype or at list a certain model. I just composed whatever I got from mind to a sketch sheet. I never had the idea to have a conversation with the sketch and get feedback from them and refine them.
From the article, I learnt that; sketch is a suggestion and exploration rather than confirmation; it is ambiguity rather than clarification; it is minimal detail rather than maximal concept. Sketch is a way to help us to find the design. I have to learn how to read a sketch and how to learn from it. Look it as just a single step during the design process, and tread it as a tool or a method.
Chandra Bhavanasi
November 8, 2012 at 8:10 am (UTC 0) Link to this comment
From the reading, what I’ve found out is that sketches have to be quick, should show minimal detail and should convey the experience of using a product. Also, I think sketches are easier for a simple product than a complex ones, which are highly difficult to put on paper. For example, one of my easier sketches from before was to use mobile phone as a webcam, which is pretty easy and straight forward to sketch. But on the other hand, one of my complex product involves 3D glasses, and I couldn’t really convey the 3D effect using sketches. It gets even harder if we have to sketch context too.
Going forward, I will probably sketch the product with context, having minimal details, and conveying my idea better.
matthew chan
November 8, 2012 at 8:21 am (UTC 0) Link to this comment
Sketching is a powerful tool i love. Just now, i brainstormed an iPhone app with a friend and I had him sketch it out for me. One thing missing from the class is sketching together, which is a complementary side of what we currently do. Through this, ideas will clash, pure descent will exist, and more ideas will exist. One thing i love about sketching is knowing what details to leave out and how much to leave it. Ambiguity is a powerful ally and gives the imagination plenty of room to explore without deviating too much from the objective.
Secondly, i notice that students sometimes focus the sketches on the product and less on the user and his/her environment. It’s one thing to sketch an app, but it’s crucial to know sketch the environment it is intended to be used in. What if the user is in a snowy environment wearing thick gloves, or in line at a noisy store? In fact, everything i know about sketching comes from two sources: a design clinic at Cal where our hands were held on sketching human expressions to actions and simple objects to Bill Buxton’s “Sketching the User Experience” handbook.
Jeffrey
November 8, 2012 at 10:25 am (UTC 0) Link to this comment
The readings provided several valuable lessons that suggest what constitutes a successful sketch. Sketching is often used to explore and communicate ideas with others. Sketching is also central to design thinking and learning, and therefore, is based largely on the ambiguous nature of the sketches representation. In other words, sketches should be quick drawings consisting of minute amounts of details. It is important that sketches do not explicitly reveal everything to others so that such sketches could promote/stimulate multiple new interpretations that were not consciously intended by the sketcher. Therefore, the value of sketches comes from being able to be interpreted in different ways, and that new relationships are seen from the sketches by a diverse group of individuals. Additionally, sketches should include as little detail as possible so that it does not exhibit or provide discussion or interpretations that are irrelevant to the design question at hand. Such unnecessary details generally serve as distractions when communicating the sketch to others. Because ambiguity in sketches is crucial to a successful sketch, it would also be beneficial to limit the amount of accompanying verbal explanations given by the sketcher to stimulate further discussions and receive a wider range of feedback.
Ramraj
November 8, 2012 at 1:22 pm (UTC 0) Link to this comment
There is a lot of difference between a naïve designer and a professional sketcher. There is a difference in how they understand the world and how they visualize the product and as described in Buxton even the psychological factors also affects the sketch. When I start a sketch mostly I will start with the simplest part of the sketch and then I will sketch the rest but a professional visualizes it before hand that is where the difference is. As described in Buxton any sketch should satisfy these attributes 1) Quick 2) Timely 3) Inexpensive 4) Disposable 5) Plentiful 6) Clear vocabulary 7) Distinct gesture 8) Minimal detail 9) Appropriate degree of refinement 10) Suggest and 11) Ambiguity. I make sure that I try to adopt these attributes in my sketch. Sketching in the broad sense, as an activity, is not just a byproduct of design. It is central to design thinking and learning. Though I could not understand the exact differences among 1) Sketch 2) Memory drawing 3) Presentation drawing 4) Technical drawing and Description drawing I could get some idea from the visualizations in the chapter. I understood that sketches are not prototypes and they are just initial drafts of the design. I definitely consider the technique acting with the sketched props because it gives me the real time insight of the product usage.
Jinelle D'souza
November 8, 2012 at 4:21 pm (UTC 0) Link to this comment
At times, if I realized that my sketch was a bit ambiguous, I would try to reduce the ambiguity with a word to denote it. I did not want sketch to be left open to interpretation. Due to this the feedback I received was less and as a result I could not build on my design. It was almost like my rough sketch was final. In his readings, Buxton says that learning from sketching is based largely on the ambiguous nature of the representation. Let people interpret aspects of a design that were not consciously integrated in them by the creator. (However, this proved a little difficult since in class we each had to explain our sketches, so our group members did not actually have to interpret it, we were explaining the details of our sketch.)
He states that sketches should be plentiful. Sometimes, after one or two sketches I would struggle to come up with an idea to surpass my previous ones. I was over-thinking too much, instead of letting my hand and mind just flow along and depict an idea. I realized how rather than the quality of the design, it is the quantity than matters.
Through the readings, it is emphasized how sketches should convey your story. I will try and integrate this aspect in my sketches, because so far I have been concentrating on putting forth an ‘idea’ rather than a ‘story’. Going forward I plan to sketch by suggesting an idea, rather than confirming it, leaving it open to interpretation and improvement from others.