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Rough has advantages

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Exploring aspect of how hand drawn mockups have benefits in the area of answering "how to build <something>"

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Rough has advantages

  1. 1. Rough Andrew Lenards, andrew.lenards@gmail.com has advantages
  2. 2. @alenards • UA Grad: 2001, B.S., Computer Science • Domains: motor vehicle, biodiversity, plants science / biology, genetics, marketing, data intensive application, cloud computing, user interface • https://linkedin.com/in/andrewlenards • https://github.com/lenards
  3. 3. Lock: Not everyone believes what you believe. Morpheus: My beliefs do not require them to. The Matrix Reloaded (2003)
  4. 4. Background
  5. 5. – Mark D. Gross*, Department of Planning & Design, University of Colorado “A drawing doesn’t stand alone, but is embedded in a social context.” * cited in M. A. Heart 1998
  6. 6. © 2002 Alistair Cockburn
  7. 7. – Laura Busche "Writing falls short for most design problems."
  8. 8. Feedback
  9. 9. ambiguity improves communication Landry 1998
  10. 10. – Carolyn Snyder “Paper prototypes provide maximum feedback for minimum effort.”
  11. 11. – Jim Ross "Participants feel more comfortable in criticizing sketches rather than polished designs."
  12. 12. Wang, Yin Yin 1992
  13. 13. – Yin Yin Wang "Rough drawings help avoid talking about low level issues as did the use of text blocks in graphic design prototypes."
  14. 14. Wang, Yin Yin 1992
  15. 15. – Jim Ross "It’s clear that paper prototypes are rough sketches that don’t accurately represent the final layout."
  16. 16. Constant Review
  17. 17. – Yin Yin Wang "...a refined appearance may mislead designers into believing the design is near closure when it is only an initial draft."
  18. 18. Exploration
  19. 19. – Yin Yin Wang "It is important to remain flexible toward change and avoid commitment to 'a' design."
  20. 20. – Vinod Goel «Sketches of Thought» "When the designers generated a new idea in a freehand sketch, they quickly followed it with several variations. But those who used a drawing program tended to focus more on refining the initial design, without generating design variations."
  21. 21. – Laura Busche "Putting ideas to paper is a powerful way to extend one’s memory."
  22. 22. – Zafer Bilda and Halime Demirkan 2003 ** "... Designers who used paper changed their goals and intentions more frequently and engaged in a higher number of cognitive actions. Changing goals and intentions while sketching is vital because it enables you to pivot your initial idea and to be versatile in your approach." ** Cited in Busche 2013
  23. 23. – Yin Yin Wang "Leaving out details can encourage the team to consider alternative designs."
  24. 24. – Laura Busche "Consider every time you’ve left unfinished strokes, gray ideas over top solid shapes, quick side queries, blank spaces, wobbly lines and figures. Happens all the time, right? These indeterminacies, or “flaws,” which reflect our indecision, are great pointers to new design directions. We lose these when we opt for pixel perfection."
  25. 25. Inclusiveness
  26. 26. concept: Dan Roam, David Sibbet
  27. 27. – Yin Yin Wang "... I digitize hand-drawn sketches of interface elements. These elements are drawn using a fat marker in order to discourage details."
  28. 28. – Rajiv Kaul  "When there is sketching in a meeting, engagement soars collectively." "This engagement fuels idea generation."
  29. 29. – Yin Yin Wang "By leaving out a mediocre solution, the team was free to brainstorm on new ideas and not focus the critique on visual placeholders that were obviously weak."
  30. 30. – Jim Ross "Developers … felt that it would have required much less effort for them to create prototypes using code rather than paper."
  31. 31. Jim Ross, UX Matters
  32. 32. – Jim Ross “Yes, of course, paper prototyping is still worth doing. It offers you the advantages of being able to quickly create and test multiple design directions. However, the newest digital prototyping tools are quickly catching up.”
  33. 33. Even if ...
  34. 34. Early work, done freehand • potential for exploring more of the solution space • honest feedback, early (and at a low cost) “...get the first one out, then learning something” – Ed Catmull
  35. 35. – Everett Lindsay “Design broadly. Iterate locally. Finalize specifically.”
  36. 36. References Bilda, Zafer, and Halime Demirkan. "An insight on designers’ sketching activities in traditional versus digital media." Design studies 24, no. 1 (2003): 27-50. Busche, Laura. "Hand Sketches – Things You Didn't Know Your Doodles Could Accomplish", Smashing Magazine. http:// bit.ly/2n49BYl 2013 (accessed January 16, 2018) Catmull, Ed. "Pixar: Keep Your Crises Small" YouTube (accessed January 23, 2018). Cockburn, Alistair. "Software development as a cooperative game" Alistair.Cockburn.us http://alistair.cockburn.us/Software +development+as+a+cooperative+game/v/slim (accessed January 21, 2018) Dahl, Jeff. "Carta Marina AB stitched." Wikimedia Commons https://commons.wikimedia.org/wiki/ File:Carta_Marina_AB_stitched.jpg (accessed January 22, 2018). Goel, Vinod. "Sketches of thought" MIT Press. Cambridge MA 1995. Happel, Werner. World Map. 1675 http:// longstreet.typepad.com/thesciencebookstore/ maps_cartography_history_of_mapmaking/page/10/ (accessed January 22, 2018). Hearst, Marti A. "Sketching intelligent systems." IEEE Intelligent Systems and Their Applications 13, no. 3 (1998): 10-19. Landay, J. A. "Informal User Interface For Natural Human- Computer Interaction" 1998. IEEE Intelligent Systems and their Applications ( Volume: 13, Issue: 3, May-June 1998 ) Landay, James A., and Brad A. Myers. "Sketching interfaces: Toward more human interface design." Computer 34, no. 3 (2001): 56-64. McCloud, Scott; Google. "Google on Google Chrome" blogoscoped http://blogoscoped.com/google-chrome/34 (scans under its Creative Commons license; accessed January 22, 2018) Roam, Dan. Unfolding the Napkin: The hands-on method for solving complex problems with simple pictures. Penguin, 2009. Roam, Dan. "The Back of the Napkin." 2008. Ross, Jim. "Prototyping: Paper Versus Digital" UX Matters,   https://www.uxmatters.com/mt/archives/2017/05/ prototyping-paper-versus-digital.php (accessed January 16, 2018) Sibbet, David. Visual meetings: How graphics, sticky notes and idea mapping can transform group productivity. John Wiley & Sons, 2010. Wong, Yin Yin. "Rough and ready prototypes: Lessons from graphic design." In Posters and short talks of the 1992 SIGCHI conference on human factors in computing systems, pp. 83-84. ACM, 1992.
  37. 37. Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan © 2001 authors previously indica