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Sketching Matters (Both Mark Kraemer & Myself)

Paul Goode
November 11, 2011

Sketching Matters (Both Mark Kraemer & Myself)

The complete presentation from "Sketching Matters," both @Kraemer and @paulgoode bits, from November 10th, 2011 at the Refresh Dallas meet up.

First half, Paul. Second half, Mark. Follow up, YOU.

Paul Goode

November 11, 2011
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  1. Joshua Kahn Product Line Mgr at Best Buy Sketching provides

    a baseline of understanding. In the room we'll have a designer, a front end dev, back end dev, project, and product (me) people plus possibly a client or two. At the idea stage you have words in the air. The problem with words in the air is that everyone attaches their own picture of what those words look like. The sketch, especially if it's viewable by everyone, grounds the discussion and immediately reveals gaps in reality or gaps between everyone's interpretation of the concept. It helps me a great deal personally, since I'm not a developer, I can go down trails that are more based on "computer magic" than the actual capability of the tech. A sketch allows developers to course correct me. In short, the tangibility of sketches gets the group more quickly and accurately to the thing. Sketching provides a baseline of understanding. #speed #accuracy #structured #fuzzy #attitude #transparent Nov 2011
  2. During meetings and standups and brainstorming sessions I sketch on

    white boards and paper to make sure that I'm on the same page with people about planned interactions or interfaces. I also like to print out interfaces we've already designed and then cover parts of them with post-its and draw what should be there instead. As you can see, the visual design for Google Search isn't too complex, so I can move pretty quickly from a sketch to a relatively high-fidelity mock. In other cases I might 'sketch' with snagit or photoshop (really rough work) and then an engineer will make a working prototype based on that rough. For my current project I'm in a room with the entire team, so my sketches and mocks are up on the walls and we can all stand up and look at the board and discuss the flow of the interface and the interactions that take place. It's nice because standing up is informal, but it is also important that when you present sketches you have a recorder who can get all of the feedback for the meeting. Abi Jones Designer at Google I should note that not everyone at Google is a sketcher. I'm just not very fast with Photoshop, so I like to draw things first. #speed #accuracy #structured #fuzzy #attitude #transparent Nov 2011
  3. Edward Cossette UX Mgr at Kalkomey Enterprises Sketching is where

    everyone found common ground and made the project workable. We created a small, immersive educational game to educate students interested in aspects of successful deer hunting. The initial concept fit into a single sketch. More sketches were made, those turned to wireframes, wireframes and documentation informed the illustrator, content and game design. As for the team, each person worked remote, with limited availability, and sketching was the keystone in communicating. Sketching served as balance between a verbose and academic education designer, prone to 3500- word emails, and a programmer, prone to single-line emails. The game design started with a single sketch. #speed #accuracy #structured #fuzzy #attitude #transparent Nov 2011 http://www.hunter-ed.com/ Shoot or Don’t Shoot
  4. See, I understand... how to help fill a room with

    IKEA stuff. #structured #fuzzy It got tweaked after assembling and using it. This got the ball rolling.
  5. Set the ink layer to “multiply” and have fun coloring

    below. Shave back the opacity to create color tones and a painterly feel. Pro tips.
  6. GOALS Communicate that you understand. Capture and do something with

    it. Be bold and sketch. Show progress. You really need to move on to the making the thing. Big ideas.
  7. SketchFlow HTML More clickable & interactive stuff... Visual Design Wireframes

    Illustrations #structured #fuzzy #transparent time / effort / risk
  8. “Any problem can be made clearer with a picture, and

    any picture can be made using the same simple set of tools and rules.” - The Back of the Napkin by Dan Roam
  9. Please excuse the crudity of this model. I didn't have

    time to build it to scale or to paint it.
  10. 1. Draw a noun 2. Label it with text This

    accommodates both visual and aural learners. It also helps folks make sense of your drawings when you’re not there to explain them yourself. #pro-tip
  11. The collaboration required for group sketching also develops relationships that

    are more capable make prototypes, not promises make designs, not documents collaborate, don’t litigate partner, don’t just provide make contacts, not contracts make friends, not war