MTU Library Catalogue

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Sketching user experience : getting the design right and the right design / Bill Buxton.

By: Buxton, William.
Material type: materialTypeLabelBookPublisher: San Francisco, Calif. : Oxford : Morgan Kaufmann ; Elsevier Science [distributor], 2007Description: 443 p. : col. ill. ; 24 cm.Content type: text Media type: unmediated Carrier type: volumeISBN: 9780123740373 (pbk.) :; 0123740371 (pbk.) :.Subject(s): Design, Industrial | Systems analysis & design | Human-computer interaction | Business and ManagementDDC classification: 658.5752 BUX
Contents:
Pt. I. Design as dreamcatcher -- Design for the wild -- Case study : Apple, design, and business -- The bossy rule -- A snapshot of today -- The role of design -- A sketch of the process -- The cycle of innovation -- The question of "design" -- The anatomy of sketching -- Clarity is not always the path to enlightenment -- The larger family of renderings -- Experience design vs interface design -- Sketching interaction -- Sketches are not prototypes -- Where is the user in all of this? -- You make that sound like a negative thing -- If someone made a sketch in the forest and nobody saw it ... -- The object of sharing -- Annotation : sketching on sketches -- Design thinking and ecology -- The second worst thing that can happen -- A river runs through it -- pt. II. Stories of methods and madness -- From thinking on to acting on -- The wonderful Wizard of Oz -- Chameleon : from wizardry to smoke-and-mirrors -- Le Bricolage : cobbling things together -- It was a dark and stormy night ... -- Visual story telling -- Simple animation -- Shoot the mime -- Sketch-a-move -- Extending interaction : real and illusion -- The bifocal display -- Video envisionment -- Interacting with paper -- Are you talking to me?
Summary: Buxton covers sketching and early prototyping design methods for future products like cell phones that communicate with each other and other embedded systems, 'smart' appliances and things you only dream about. Illustrated in colour throughout, the book is full of case studies, examples and projects.

Enhanced descriptions from Syndetics:

Sketching User Experiences approaches design and design thinking as something distinct that needs to be better understood--by both designers and the people with whom they need to work-- in order to achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values.

Grounded in both practice and scientific research, Bill Buxton's engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design.

Formerly CIP. Uk

Includes bibliographical references and index.

Pt. I. Design as dreamcatcher -- Design for the wild -- Case study : Apple, design, and business -- The bossy rule -- A snapshot of today -- The role of design -- A sketch of the process -- The cycle of innovation -- The question of "design" -- The anatomy of sketching -- Clarity is not always the path to enlightenment -- The larger family of renderings -- Experience design vs interface design -- Sketching interaction -- Sketches are not prototypes -- Where is the user in all of this? -- You make that sound like a negative thing -- If someone made a sketch in the forest and nobody saw it ... -- The object of sharing -- Annotation : sketching on sketches -- Design thinking and ecology -- The second worst thing that can happen -- A river runs through it -- pt. II. Stories of methods and madness -- From thinking on to acting on -- The wonderful Wizard of Oz -- Chameleon : from wizardry to smoke-and-mirrors -- Le Bricolage : cobbling things together -- It was a dark and stormy night ... -- Visual story telling -- Simple animation -- Shoot the mime -- Sketch-a-move -- Extending interaction : real and illusion -- The bifocal display -- Video envisionment -- Interacting with paper -- Are you talking to me?

Buxton covers sketching and early prototyping design methods for future products like cell phones that communicate with each other and other embedded systems, 'smart' appliances and things you only dream about. Illustrated in colour throughout, the book is full of case studies, examples and projects.

Table of contents provided by Syndetics

  • Author?s Note
  • Preface
  • Part I Design as Dreamcatcher
  • Introduction
  • Case Study: Apple, Design and Business
  • The Bossy Rule A Snapshot of Today
  • The Role of Design A Sketch of the Process
  • The Cycle of Innovation
  • The Question of ?Design?
  • The Anatomy of Sketching Clarity is not always the Path to Enlightenment
  • The Larger Family of Renderings Experience Design vs. Interface
  • Design Sketching Interaction Sketches are not Prototypes
  • Where is the User in all of this?
  • You make that Sound like a Negative Thing
  • If Someone Made a Sketch in the Forest and Nobody Saw it?
  • The Object of Sharing Annotation: Sketching on Sketches Design Thinking & Ecology
  • The Second Worst Thing that Can Happen A River Runs Through It
  • Part II Stories of Methods and Madness
  • Introduction
  • The Wonderful Wizard of Oz Chameleon: From Wizardry to Smoke-and-Mirrors
  • Cobbling Things Together It was a Dark and Stormy Night?
  • Visual Story Telling Simple Animation Shoot the Mime Sketch-a-Move Extending Interaction
  • Real and Illusion The Bifocal Display Video Invisionment
  • Interacting with Paper Are you Talking to me?
  • Part III Recapitulation & Coda
  • Some Final Thoughts
  • Part IV References/Bibliography