Tuesday, 13 November 2018

Sketching User Experiences

With consideration to wireframes I researched sketches in the context of user experience. Sketching is not only the archetypal activity of design, it has been thus for centuries.

A sketch is...
Quick: A sketch is quick to make or at least gives that impression. 

Timely: A sketch can be provided when needed

Inexpensive: A sketch is cheap. The cost must inhibit the ability to explore a concept, especially in the early design process.

Disposable: If you can’t afford to throw it away when it’s done it’s probablt not a sketch. The investment with a sketch is in the concept not the execution. This doesn’t mean they have no value or that you always dispose of them. Their value largely depends on their disposability.

Plentiful: Sketches tend not to exist in isolation. Their meaning or relevance is generally in the context of a collection or series and not as an isolated rendering.

Clear vocabulary: The style in which a sketch is rendered follows certain conventions that distinguish it from other renderings. The style or form signals that it is a sketch. The way lines extend through end points is an example of a convention or style.

Distinct gesture: There is a fluidity to sketches that gives them a sense of openness and freedom. They are not tight a precise like an engineering drawing.

Appropriate degree of refinement: By its resolution or style a sketch should not suggest a level of refinement beyond that of the project being depicted.

Suggest and explore rather than confirm: Sketches don’t tell they suggest. The value lies in  the ability to provide a catalyst to the desired and appropriate behaviours and interactions.

Ambiguity: Sketches are intentionally ambiguous, and much of their value derives from being able to be interpreted in different ways, and new relationships seen within them.

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