make your stick figures work harder: the 3 c's of sketching
DESCRIPTION
Presented at Sketch Camp Chicago on November 2, 2013. Look inside a designer's toolkit and you'll likely find a broadly defined exercise called sketching. It's an exercise that can turn napkins, flip charts, whiteboards and 6-up templates into valuable assets containing everything from direction of business models to mobile app experiences. While a sketching exercise might produce an artifact seemingly simple to the uninitiated, great designers know the exercise requires design itself. By purposefully designing the exercise around the "3 C's" - communication, context and collaboration - we can increase participation and engagement by both design team members and stakeholders. In this session you'll learn about these three factors that are key to consider in planning and facilitating a sketching exercise. You'll also walk away with a handful of tips and tricks to try on your next project.TRANSCRIPT
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MAKE YOUR STICK FIGURES WORK HARDER
The 3 C’s of Sketching
Jason Ulaszek @webbitSketch Camp Chicago
November 2, 2013
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So, this sketching thing...
INTRO
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@webbit
THE 3 C’S OF SKETCHING
1. Communication
2. Context
3. Collaboration
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Let’s warm up.
EXERCISE
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@webbit
URBAN PUPSIt’s important to socialize your dog and make sure they get enough exercise, but for people who live in cities, this can be especially difficult to manage. Hectic schedules combined with limited access to dog-friendly public space results in many dogs spending their days cooped up in apartments.
Urban Pups is a new service that allows dog owners to swap pet care tips, find dog-friendly parks, and share insights and experiences. Whether you’re looking for a dog park in your area or just looking for house training suggestions, Urban Pups can help keep all of the pups in your community happy and healthy.
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@webbit
YOUR ASSIGNMENT (PART 1)You’ve been hired to lead the UX practice at Urban Pups. As the lead UX designer, you’re now responsible for helping set the experience design strategy and direction for the soon-to-be-released mobile application. Until now, the company has only provided their service via a desktop site.
Your team consists of a junior UX designer, a project manager and a front-end developer. They’ve been doing the best they can to support the sales and marketing business stakeholders, but they haven’t been following much of a design process. This could be a great opportunity to introduce some sketching!
1. Draw the experience of a sketching activity.2. Consider communicating the process, the context of the experience and
collaboration amongst team members.3. You have 5 minutes.
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Sketches communicate. You should too.
COMMUNICATION
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@webbit
Communication is one of the largest hurdles we face in the product design process.
“”
Aaron IrizarryProduct Designer, Nasdaq@aaroni
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@webbit
SKETCHING CAN HELP
• Quickly communicates ideas & direction (early)
• Helps avoid roadblocks by inviting discussion
• Visually communicates concepts, flows & designs
• Engaging and fun - builds dynamic team
environment
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@webbit
WE USE IT TO COMMUNICATE THE EXPERIENCE
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@webbit
TO COMMUNICATE OUR FOCUS
OR
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@webbit
OR EVEN BUSINESS IDEAS...
Source: “twttr sketch”, Jack DorseyMarch 24th, 2006
http://bit.ly/bKQPrd
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@webbit
OR PHYSICAL PRODUCTS
Source: “Early sketch book”, Harley Davidson Museum,Milwaukee, Wisconsin
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@webbit
OR SERVICES
http://bit.ly/Htn4lS
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@webbit
BUT, EQUALLY IMPORTANT...
Source: “Sketching Interfaces”, Michael Angeleshttp://slidesha.re/SVgjaD
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@webbit
COMMUNICATE EVALUATION
Source: “Sketching Interfaces”, Michael Angeleshttp://slidesha.re/SVgjaD
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@webbit
COMMUNICATE THE PLAN
Source: “Good Design Faster: New Techniques for Creative Ideas”, Leah BuleyUI 15 2010
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@webbit
SAMPLE PLAN - SKETCHBOARDING
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@webbit
SHOW & TELL THE STORY OF THE PROCESS
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@webbit
IT WILL HELP SET EXPECTATIONS
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@webbit
KEY ELEMENTS TO COMMUNICATE
✓Assumptions you’re making
✓Structure and flow of the process
✓Roles team members will play
✓Level of fidelity rationale
✓Review and evaluation process
✓Anticipated outcome
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Focus, depth and dynamics of the sketch experience.
CONTEXT
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@webbit
Don’t get focused on the screen. You want to pull back and consider the context. The experience.
“”
Peter MerholzVP of Design, Groupon@peterme
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@webbit
The fidelity of a sketch should reflect the depth of your thinking.
INSIGHT
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@webbit
FOCUS AND PURPOSE
• Sketching To Communicate An Idea
"Here's what I'm trying to tell you..."
• Sketching To Record What We're Seeing And Hearing
"This is what I want to remember..."
• Sketching To Work Through Some Thinking
"What will this look like?..."
• Sketching To Reflect What We're Hearing
"This is what I think you're telling me..."
• Sketching To Document
"Here's is what we've ended up with..."
Source: “Why We Sketch”, Jared Spoolhttp://www.uie.com/articles/why_sketching/
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@webbit
COMMUNICATE AN IDEA
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@webbit
RECORD WHAT WE’RE SEEING & HEARING
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@webbit
WORK THROUGH SOME THINKING
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@webbit
WORK THROUGH SOME THINKING
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@webbit
SKETCHING TO DOCUMENT
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@webbit
SKETCHING TO DOCUMENT
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@webbit
SO, HOW DO YOU GET THERE?
Source: “Good Design Faster: New Techniques for Creative Ideas”, Leah BuleyUI 15 2010
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@webbit
THE SKETCH MIGHT INCLUDE...
• Nouns – people, places and things
• Emotion – frustration, surprise, enjoyment, fear
• Descriptors – compare previous to the new
now, compare to competition
• Reaction of the system - personality, playfulness
• Systems and data involved (current and new)
• Design principles that you’re satisfying
... and the environment of the experience!
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@webbit
SHARPIE MAKES YOU COMMIT
Source: “Good Design Faster: New Techniques for Creative Ideas”, Leah BuleyUI 15 2010
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@webbit
OR TOOLS...
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Work together to build understanding and fill in the gaps.
COLLABORATION
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@webbit
The goal is to move from the idea of designer as artiste towards a notion of designer as facilitator.
“
”Leah BuleyAuthor and UX Designer, Intuit@ugleah
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@webbit
TYPICAL PROCESS
1. Ground yourself
2.Sketch
3.Share and evaluate
4.Refine
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@webbit
ROLES IN COLLABORATION
•The pen
•The team (contributors)
•The sketch
•Moderator/instigator
•Parking lot
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@webbit
FOR SOME TEAM MEMBERS, GETTING STARTED MIGHT BE CHALLENGING
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@webbit
MAXIMIZE ENGAGEMENT
Do Don’t• Find inspiration• Work fast; generate more• Embrace constraints• Explain the experience (annotate)• Stop at ‘good enough’
• Be defensive• Focus on details early• Forget the purpose (big picture)
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@webbit
GROUND EVERYONE BEFORE EVALUATING
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@webbit
EVALUATION TIPS
• Clearly identify roles in the process - e.g.,
designer, moderator, etc.
• “Walk the data” before getting started
• Challenge common design patterns and
assumptions
• Refer back to inputs when needed
• Create three lists for each sketch -
advantages, disadvantages and open questions
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@webbit
HAVE FUN WITH SKETCH-PROPS
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@webbit
ADDITIONAL IDEAS
•Document the process and experience (it’ll help you next time)
•Scan the work for remote team
members or later recall
•Record screen casts and walk-throughs
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@webbit
CREATE OPPORTUNITY FOR OTHERS TO PARTICIPATE
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Let’s refine our earlier sketch.
EXERCISE
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@webbit
YOUR ASSIGNMENT (PART 2)
1. Turn to the person next to you. 2.Explain your drawings to each other. 3.Now refine each other’s drawing to improve upon the
a. Communicationb. Contextc. Collaboration
4.You have 10 minutes.5.Then we’ll share.
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What’s next?
WRAP UP
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@webbit
I would add another “C” (CxCCC). Clarity of Communication, Clarity of Context, Clarity of Collaboration. Sketching does that on all the three aspects, and if something isn’t clear… ask why, involve more people, fill the gaps until it gets clear.
“
”Davide CasaliAuthor and UX Designer, Automattic@folletto
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@webbit
Communication
Context
Collaboration
Clarity
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@webbit
Let’s eradicate illuphobia. Is that even a word? It is now.
“”Brandy AgerbeckArtist & Graphic Facilitator, Loosetooth@loosetooth
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Thank you.
FIN
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