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Sketching Now More Than Ever

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Sketching Now More Than Ever - Keynote presented by Robert Stribley at UX Sketchcamp NYC, 10/12/2013

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Sketching Now More Than Ever

  1. 1. Sketching, Now More than Ever Robert Stribley UX Sketch Camp NYC – 10/12/14
  2. 2. Robert Stribley @stribs
  3. 3. some of my early sketches
  4. 4. We’ve been sketching for eons
  5. 5. But now, we’re sketching more than ever • IdeaPaint Inc makes a paint that turns any surface into a whiteboard • Its sales have doubled every year since introduced in 2008 • More than ½ its business is in the workplace See “Doodling for Dollars,” Wall Street Journal, April 24, 2012
  6. 6. Why sketch? • Enable communication • Make abstract concepts concrete • Iterate on ideas • Jumpstart collaboration • Ensure recollection • Humanize ideas
  7. 7. What can I sketch? • Home pages? • Category pages? • Product pages? • Wizards & widgets? • Search results? • Processes? • Anything, really? Now, you’re catching on
  8. 8. And there’s so much more to sketch for … • Smartphones • Tablets • Google Glass • iWatches • Responsive design • Ubiquitous computing
  9. 9. Who can sketch? •Information architects •Interaction designers •Graphic designers •Content strategists •Project managers •Business analysts •Functional analysts •Developers •Client directors … Anyone really
  10. 10. What sketching isn’t … • Sketching isn’t only for designers • Sketching isn’t difficult • Sketching isn’t drawing You don’t need to be Michelangelo to participate
  11. 11. However, we can learn from the pros
  12. 12. Who often begin with a sketch
  13. 13. Adding layers, detail, color
  14. 14. Until they complete their masterpiece
  15. 15. A few ways we sketch at Razorfish: • • • • • Solo Sketch to comp Communicate to client Storyboarding As a team – collaboratively
  16. 16. Collaborative Sketching
  17. 17. my conversion story
  18. 18. Defining Collaborative Sketching Origins • Rooted in Design Studio Methodology • Grew out of industrial design and architecture • No “rockstars” • Different versions/methods • For example, Todd Zaki Warfel, Message First, talks about … • Create. Pitch. Critique. • 6.8.5 game
  19. 19. Methodology • Sketch • Limit your time • Don’t worry about mistakes or style Goals • Benefit from the participation of your colleagues • Communicate ideas effectively by visualizing them • Quickly generate ideas and refine through iterations
  20. 20. Process: 1. Discuss 2. Sketch 3. Share 4. Revise
  21. 21. Now, it’s your turn
  22. 22. Some great topics to explore today: • • • • • • • • Remote sketching Sketching within Agile Drawing and lettering Storyboarding Sketchnoting Sketching across the design process Tales from UX sketching masters Collaborative sketching

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