Attrubutes of the “Sketch”
Monday, November 10th, 2008Bill Buxton, Author of Sketching User Experiences, takes time out in a chapter called Anatomy of Sketching to capture the attributes as sketching. Across design, you can see how these apply, architecture, fashion, industrial, etc.
- They are quick to make and timely to talk about the idea
- They are inexpensive and easy to dispose of (making designers less “wedded” to a particular idea because of investment)
- They are plentiful (designers should bring many different ideas-as-sketches to the table, not just one)
- They have a clear vocabulary (such as drawing through the endpoints to show the “unfinishedness” of the idea)
- They use no higher resolution than necessary (so they don’t waste designer’s time and effort in preparation)
- Their resolution does not suggest they are further along than they really are (to avoid giving the impression of being more done than reality)
- They suggest and explore instead of confirming (to support ideation, instead of forcing decisions)
Do these have a place in interaction design? When we practice these, are we sketching or are we prototyping? Is there a difference?