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Sketching User Experiences: Getting the Design Right and the Right Design

di Bill Buxton

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417360,958 (3.92)Nessuno
Hardly a day goes by that we don't see an announcement for some new product or technology that is going to make our lives easier, solve some or all of our problems, or simply make the world a better place. However, the reality is that few of these products survive, much less deliver on their promise. But are we learning from these expensive mistakes? Rather than rethink the underlying process that brings these products to market, the more common strategy seems to be the shotgun method, that is, keep blasting away in the hope that one of the pellets will eventually hit the bull's eye. This book's goal is to help with this problem: to inspire and encourage HCI and other design professionals to try new methods, test themselves with the exercises and projects, and see an improvement in innovative interaction design that works. Some of these methods are sketching-based, taking methods that have been traditionally used for design. Others are prototyping methods that have been traditionally used for testing and evaluating design in HCI. The result is a group of methods and process that successfully work in both HCI and design. This helps to give these fields a unity as well as a uniquely innovative way to design user experience. -- Publisher description.… (altro)
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This is not the book I was looking for. It is really about Sketching as a process, a methodology I have already been employing. There is nothing about Designing specifically, just getting the right design by sketching. As such, the first half of the book was not useful. In contrast, the second half goes into detail about sketching techniques and when they are relevant. Many of these were new to me and the case studies were certainly interesting. Overall, not recommended for experienced UXers. ( )
  MXMLLN | Jan 12, 2024 |
Buxton develops a clearly articulated design perspective on the creation of digital products, based firmly in the seminal activity of sketching. The core part of the book is an inventory of sketching techniques, presented through well-chosen examples and illustrating a breadth of approaches to the key question of how to sketch temporal behavior and interactivity. Buxton lays out two parallel threads to frame the sketching examples – a discussion of professional product development, and a scholarly perspective on the history and significance of sketching in design – which makes the book a highly valuable resource for professional interaction designers as well as teachers and students.
  jonas.lowgren | Dec 11, 2010 |
Some great examples of design and design processes, not too preaching although Buxton believes in the cause. ( )
  miha | Apr 1, 2010 |
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Hardly a day goes by that we don't see an announcement for some new product or technology that is going to make our lives easier, solve some or all of our problems, or simply make the world a better place. However, the reality is that few of these products survive, much less deliver on their promise. But are we learning from these expensive mistakes? Rather than rethink the underlying process that brings these products to market, the more common strategy seems to be the shotgun method, that is, keep blasting away in the hope that one of the pellets will eventually hit the bull's eye. This book's goal is to help with this problem: to inspire and encourage HCI and other design professionals to try new methods, test themselves with the exercises and projects, and see an improvement in innovative interaction design that works. Some of these methods are sketching-based, taking methods that have been traditionally used for design. Others are prototyping methods that have been traditionally used for testing and evaluating design in HCI. The result is a group of methods and process that successfully work in both HCI and design. This helps to give these fields a unity as well as a uniquely innovative way to design user experience. -- Publisher description.

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