Description

Book Synopsis
Suitable for individual learning, for classrooms, and for a team that wants to develop a culture of design practice, this book provides instructions and exercises, various sketching methods that may let you express your design ideas about user experiences across time.

Trade Review
"In Sketching User Experiences, Buxton gave a compelling argument as to WHY sketching is so important to design. In this excellently-designed companion, he and his co-authors show HOW. I have been haranguing students for years with the message that they should be doing a lot of sketching, and this is the first guide I can really use to show them what it means and how it works." --Terry Winograd, Professor at Stanford University and founding faculty member of its 'D.School' and author of Bringing Design to Software "As an interaction designer who teaches, I’ve waited a while for a book like this! Sketching User Experiences – The Workbook is a design-by-doing guide for practitioners and students on how to integrate design practice, techniques and thinking into the practices of human-computer interaction and interaction design. As the companion piece to Bill Buxton’s Sketching User Experience, this book is a one-two combination for learning and doing design in a world of interaction." --Ron Wakkary, Associate Professor at the School of Interactive Arts and Technology, Simon Fraser University and Co-Editor-in-Chief of ACM interactions magazine "Don’t be put off by the title. This is a book for non-artists, albeit those developing user interfaces who recognise how much visual communication helps clients and colleagues understand design concepts. If, as a non-artist, you already produce ‘visuals’ you probably use software with a library of images and preformed shapes…This is a very positive book for the non-artist. It is profusely and relevantly illustrated and has a 50:50 balance between print and illustrations, which makes it very easy to dip into for ideas. The layout of the 250 pages is a demonstration of how uncluttered layout combined with simple design produces a highly effective teaching tool. To reinforce the point, there is also a detailed index." --BCS.org "Based on the authors' experience that sketching is an essential part of design, this excellent workbook is aimed at getting either students or professionals into the practice. Each chapter begins with a list of the necessary materials and ends with a "You Now Know" section, as well as occasional exercises. Tips on how to handle things that may arise during sketching are provided and the book is illustrated with color photographs and hand drawn-illustrations." --Reference and Research Book News, October 2012

Table of Contents
1 GETTING INTO THE MOOD 2 SAMPLING THE REAL WORLD 3 THE SINGLE IMAGE 4 SNAPSHOTS OF TIME: THE VISUAL NARRATIVE 5 ANIMATING THE USER EXPERIENCE 6 INVOLVING OTHERS

Sketching User Experiences The Workbook

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Order before 4pm today for delivery by Fri 19 Dec 2025.

A Paperback / softback by Saul Greenberg, Sheelagh Carpendale, Nicolai Marquardt

1 in stock


    View other formats and editions of Sketching User Experiences The Workbook by Saul Greenberg

    Publisher: Elsevier Science & Technology
    Publication Date: 13/12/2011
    ISBN13: 9780123819598, 978-0123819598
    ISBN10: 0123819598

    Description

    Book Synopsis
    Suitable for individual learning, for classrooms, and for a team that wants to develop a culture of design practice, this book provides instructions and exercises, various sketching methods that may let you express your design ideas about user experiences across time.

    Trade Review
    "In Sketching User Experiences, Buxton gave a compelling argument as to WHY sketching is so important to design. In this excellently-designed companion, he and his co-authors show HOW. I have been haranguing students for years with the message that they should be doing a lot of sketching, and this is the first guide I can really use to show them what it means and how it works." --Terry Winograd, Professor at Stanford University and founding faculty member of its 'D.School' and author of Bringing Design to Software "As an interaction designer who teaches, I’ve waited a while for a book like this! Sketching User Experiences – The Workbook is a design-by-doing guide for practitioners and students on how to integrate design practice, techniques and thinking into the practices of human-computer interaction and interaction design. As the companion piece to Bill Buxton’s Sketching User Experience, this book is a one-two combination for learning and doing design in a world of interaction." --Ron Wakkary, Associate Professor at the School of Interactive Arts and Technology, Simon Fraser University and Co-Editor-in-Chief of ACM interactions magazine "Don’t be put off by the title. This is a book for non-artists, albeit those developing user interfaces who recognise how much visual communication helps clients and colleagues understand design concepts. If, as a non-artist, you already produce ‘visuals’ you probably use software with a library of images and preformed shapes…This is a very positive book for the non-artist. It is profusely and relevantly illustrated and has a 50:50 balance between print and illustrations, which makes it very easy to dip into for ideas. The layout of the 250 pages is a demonstration of how uncluttered layout combined with simple design produces a highly effective teaching tool. To reinforce the point, there is also a detailed index." --BCS.org "Based on the authors' experience that sketching is an essential part of design, this excellent workbook is aimed at getting either students or professionals into the practice. Each chapter begins with a list of the necessary materials and ends with a "You Now Know" section, as well as occasional exercises. Tips on how to handle things that may arise during sketching are provided and the book is illustrated with color photographs and hand drawn-illustrations." --Reference and Research Book News, October 2012

    Table of Contents
    1 GETTING INTO THE MOOD 2 SAMPLING THE REAL WORLD 3 THE SINGLE IMAGE 4 SNAPSHOTS OF TIME: THE VISUAL NARRATIVE 5 ANIMATING THE USER EXPERIENCE 6 INVOLVING OTHERS

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