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Speed Sketching

Ryan Colley
July 10, 2014

Speed Sketching

Deck and content created by Len Beasley @ factorylabs.com

Ryan Colley

July 10, 2014
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Transcript

  1. what is it? speed sketching is a structured, collaborative technique

    with a time limit that forces you to focus on the core of your solution - not the quality of your sketch
  2. A POT STORY : THE MORAL why should I? It

    seems that while the “quantity” group was busily churning out piles of work—and learning from their mistakes—the “quality” group had sat theorizing about perfection, and in the end had little more to show for their efforts than grandiose theories and a pile of dead clay. (Bayles & Orland 2001; p. 29) taken from Sketching User Experiences, pg 141, Bill Buxton
  3. why should I? sketching helps everyone get on the same

    page ! “when a designer and PM are out of sync, it’s because one of them as gotten ahead of the other in some way. … The way to fix this is deceptively simple: product people should sketch together.” Joshua Porter (@bokardo)
  4. what’s it good for? _UI design _content design _information design

    _brand design _scientific problems _problem-solving and rapid iteration in general
  5. but when? as soon as you identify a problem: _flow

    _clutter _user confusion _UI lacks an identity _adding new features
  6. how do you do it? 1. grab a pen /

    pencil / stylus 2. get some paper - plain, grid, templates - or tablet 3. sketch > present > assess > refine
  7. how do you do it? sketch > present > assess

    > refine _as many solutions in 5 minutes _ always quantity, not quality
  8. how do you do it? sketch > present > assess

    > refine _max 60 seconds _ sell ideas to the team
  9. how do you do it? sketch > present > assess

    > refine _look for strengths and weaknesses _say what you’d like to steal _phrase everything else as a question
  10. how do you do it? sketch > present > assess

    > refine _refine, evolve, merge ideas together _start individually then work in groups
  11. how do you do it? for most teams 1. individual

    sketching for 5 minutes 2. present to paired partner (2 minutes max) 3. individual refinement 4. present strongest idea(s) to entire group
  12. let’s do it now the what: tracking time as you

    work requirements: • digital interface • minimum data: job, tasks, date, hours the how: 2 minute sketching as many ideas as possible 2 minute sharing with partner 2 minutes sketch refinement 2 minutes sharing with group
  13. now what? _designer(s) now owns the sketches and the next

    step _move to wireframing the best ideas (optional) _create a quick prototype with the sketches to test flow and overall concept (mix wires and comps) _setup more time to sketch the weakest areas _save all digitized sketches to a shared project space
  14. other options & techniques experiment to find the best option

    for your team _design studio _ more time / formal _ 6-4-2 model (ides per round) _ collaborative sketching _ share with larger group after each round _speed dating _one team per table (up to 3 people) _collaborative sketching for 5 minutes _rotate tables _can have 1 idea per table or multiple tables solving one idea
  15. other options & techniques experiment to find the best option

    for your team _solution build up _ 1st round : sketch single ui problem _ 2nd round : sketch another _ 3rd round : sketch the two together ! _ impromptu and informal
  16. some tools & know-how The Messy Art Of UX Sketching

    Sketching for Better Mobile Experiences 50 Sketching Resources for User Experience Designers Tools for Sketching User Experiences Penultimate by Evernote Paper by FiftyThree Sketching and Experience Design Todd Zaki Warfel: Sketching & Prototyping: Rapid Design Techniques Mark Basking on Drawing and Communicating Interaction HYPE