Sketching User Experience with Clients

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    Notes on slide 1


    This is me. I’m a User Experience Consultant and Habaero Consulting Group

    I do a wide-range of work – typically working with clients on IA and strategy, sometimes weaving in my background in web analytics to define great user experiences.

    Like many in this field, I come from a diverse background. I’ve been a musician, worked in publishing (retail and trade), survived the dot-com, was in banking, taught at VFS, went back to banking and now I’m at Habanero.

    Bill Buxton (author of Sketching User Experiences) says that sketching is an “essential part of the process when creating new products”






    especially with clients


    Looking back on my work a couple years ago I noticed a few trends:

    The proliferation of tools, especially for IAs made it easier to work on deliverables and began to draw us away from more hands-on approaches

    A lot of my work was beginning to be done in isolation.

    While I’d go to meetings and often work with stakeholders to flush out requirements, my “actual” work was back at my desk producing deliverables (like sitemaps, wireframes, and documents) by myself or with internal members of the team

    Clients, I think as well felt a bit isolated from the experience of creating, collaborating on solutions...

    and often felt polished concepts meant it was too late to add feedback/comments or make changes
    When we did get feedback, the quality of feedback from those reviewing work was declining

    As Kate Rudder from Adaptive Path points out you need to match the fidelity of the artifact with the nature of the feedback you are looking for.
    High fidelity = detailed/low-level feedbackLow fidelity = High-level feedback

    The time involved in re-tooling work already done was eating into project budgets unnecessarily and could be better spent getting the right solution the first time in a more Agile way, rather than through iteration after iteration of wireframes.

    So I changed my approach and moved back to low-tech approaches sketching.

    Interestingly many others have been talking a return to lo-fidelity as of late:

    - Dan Roam “Back of the Napkin”

    - Adaptive Path (sketchboards)

    - Dave Gray - XPLANE



    There is a perception that drawing/sketching isn’t serious. It’s not art, it’s not complete, it’s silly (like comics and cartoons)

    It’s not unusual, in a group of people to find someone who hasn’t drawn/sketched before.


    On your chairs you’ll find a pen and paper.

    Recently I was watching a TED Talks podcast from Tim Brown, the CEO at IDEO. He shared a story about Bob McKimm who once was the head the Stanford design program and an exercise he would do with his students to evaluate their creativity. I found it compelling as it spoke a lot to “why” we often don’t draw and think creatively and the impact these closed approaches have our work as user experience folks – be it an IA, Designer, Consultant, etc.

    So what I want you to do is draw your neighbor

    I’m going to give you 30 seconds

    Go!

    How did that feel?

    Often you’ll hear lots of laughter, embarrassment and “sorry’s”
    Why?

    What McKimm learned is that we, especially as adults, fear the judgment of peers and that fear causes us to be conservative in our thinking. We self-edit and hold back when being creative.

    So, when drawing with clients, the first thing you have to get over is your own fears. Second, you need to help your clients get over their fears.

    The tools to become less fearful of drawing and sketching are simple







    People get through visual ideas faster

    Pictures communicate a more complete idea


    You can get to an idea right away

    gets everyone moving together faster in the same direction

    resulting in designs that better reflect needs

    and...

    the skills and resources needed are minimal compared to other methods

    this is how they learn.

    they toy around, try out ideas and explore the world around them.





    Sheets
    Big rolls
    Whatever you have

    Sharpies/markers/chalk - I like cause they are big, keep you from getting too detailed too quickly


    A place to draw/sketch

    Define the goals for what you are drawing

    What’s it here to do?
    What role does this page/drawing play within the larger context?

    Helps keep you on track

    You can step back afterwards and ensure you haven’t missed anything

    List the information you want to include
    Resist the temptation to edit
    Ask questions:

    How does one get here?
    Where would one go from here?

    Define the priority of information (top/bottom, big/small)

    Piece-by-piece flush out the detail

    Don’t be afraid to come to conclusions

    Keep the ideas you’ve come up with so you don’t lose any great ideas, can always go bac if the final approach doesn’t work out

    Validate your thinking with some scenarios

    Walk in the user’s moccasins

    Really

    Stop being so serious!


    As you work on a project and draw over time you’ll start to see patterns emerge

    Leverage these patterns to speed up future work
    Validate thinking
    Spot inconsistencies
    Make decisions about “which way” to go

    They’re fun

    You can re-use elements
    Play with layout without erasing
    Great for collaboration

    Brandon Shauer shared this tip at CanUX this year

    Get a sheet fed scanner, save to PDF

    Post on your extranet/intranet/wiki, share across teams

    We’ve tried it with some clients, good way to document those “what got us here” decisions



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    Sketching User Experience with Clients - Presentation Transcript

    1. sketching user experience with clients Saturday, February 7, 2009
    2. Saturday, February 7, 2009
    3. bill buxton Saturday, February 7, 2009
    4. yet many of us Saturday, February 7, 2009
    5. don’t draw Saturday, February 7, 2009
    6. sketch Saturday, February 7, 2009
    7. or play Saturday, February 7, 2009
    8. when creating user experiences Saturday, February 7, 2009
    9. http://flickr.com/photos/10ch/2453471384/ Saturday, February 7, 2009
    10. time to change Saturday, February 7, 2009
    11. trends: Saturday, February 7, 2009
    12. tools = easier Saturday, February 7, 2009
    13. isolation Saturday, February 7, 2009
    14. feedback Saturday, February 7, 2009
    15. time = money Saturday, February 7, 2009
    16. enter sketching Saturday, February 7, 2009
    17. “nothing new” Saturday, February 7, 2009
    18. Saturday, February 7, 2009
    19. Saturday, February 7, 2009
    20. Saturday, February 7, 2009
    21. so why don’t we draw? Saturday, February 7, 2009
    22. a few reasons, I think Saturday, February 7, 2009
    23. 1. not serious Saturday, February 7, 2009
    24. 2. we haven’t before (or in a long time) Saturday, February 7, 2009
    25. and… Saturday, February 7, 2009
    26. ? Saturday, February 7, 2009
    27. thoughts? Saturday, February 7, 2009
    28. 3. fear Saturday, February 7, 2009
    29. the tools: Saturday, February 7, 2009
    30. learn the basics Saturday, February 7, 2009
    31. practice Saturday, February 7, 2009
    32. just do it Saturday, February 7, 2009
    33. just do it Saturday, February 7, 2009
    34. just do it Saturday, February 7, 2009
    35. why draw? Saturday, February 7, 2009
    36. it’s faster Saturday, February 7, 2009
    37. improved communication Saturday, February 7, 2009
    38. it clarifies thinking Saturday, February 7, 2009
    39. instantaneous Saturday, February 7, 2009
    40. gets everyone on the same page Saturday, February 7, 2009
    41. reflect needs Saturday, February 7, 2009
    42. Drawing Comics Personas Use Cases Wireframes Video Animation Interactive Prototypes Little Lots 0 23 45 68 90 Based on chart from Gail Curtis and Laurie Vertelney Saturday, February 7, 2009
    43. did you know kids spend more than 50% of their time playing? Saturday, February 7, 2009
    44. you should too Saturday, February 7, 2009
    45. my approach to sketching UX Saturday, February 7, 2009
    46. the 4 P’s © Saturday, February 7, 2009
    47. you’ll need Saturday, February 7, 2009
    48. paper Saturday, February 7, 2009
    49. pens Saturday, February 7, 2009
    50. people Saturday, February 7, 2009
    51. place Saturday, February 7, 2009
    52. 1. define goals Saturday, February 7, 2009
    53. 2. create a list Saturday, February 7, 2009
    54. 3. define priority Saturday, February 7, 2009
    55. 4. flush out detail Saturday, February 7, 2009
    56. 5. scenarios Saturday, February 7, 2009
    57. 6. have fun Saturday, February 7, 2009
    58. tricks? Saturday, February 7, 2009
    59. patterns Saturday, February 7, 2009
    60. draw on sticky notes Saturday, February 7, 2009
    61. scan your drawings Saturday, February 7, 2009
    62. thank-you Saturday, February 7, 2009
    63. Scott Baldwin User Experience Consultant Habañero Consulting Group sbaldwin@habaneros.com www.habaneros.com twitter: benry blog: benry.net/blog Saturday, February 7, 2009
    SlideShare Zeitgeist 2009

    + benrybenry Nominate

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