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
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)
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
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
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
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
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