Sketching User Experiences September 27, 2009Posted by Daniel Perl in Sketching User Experiences, [Books] Visualization & Presentation.
Buxton’s Sketching User Experiences was packed with information, so to help me synthesize what I was reading, I began writing down interesting paraphrased quotes and thoughts. I’ve reprinted some of those below, to provide a flavor for how I interpreted the book:
– Design should be human experience-centered and context is king
– In terms of stifling innovation, good ideas are far more dangerous than bad ones
– Periodic failure is good
– Sketching, as we come to think of it today, is thought to have begun in the 15th century during the Renaissance
– Good sketching is about continuous movement and the flow and volume of ideas and typically occurs very early in the design process
– Team members on a design team must be just as happy to be wrong as to be right and must keep their egos and feelings in check in order to produce the best insights and innovations
– The kindergarten classroom is the ultimate design studio, where sketches and other representations of all types are thrown up on the wall. As designers, we shouldn’t get in the habit of only putting up attractive, finished sketches up for public viewing
– Design of a process is more important than the design of a product
– If you are going to break something, including tradition, the better you know it, the better you can break it. This means that if you want to innovate, you should make yourself extremely familiar with the history/context of the issue you’re working on.
-The following are attributes of great sketches: disposable, quick, distinct, timely, minimal, ambiguous, explorative, suggestive