Day 2 Sketching IxD

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University College LondonInteraction Centre

Sketching User Experiences

 The Workshop

Nicolai MarquardtInteraction Design Guest Lecture at LMU

University College Londonwww.nicolaimarquardt.com

University College LondonInteraction Centre

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Get ready:hands-on sketching

throughout the talk 

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 filling the blank page…

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Why is sketching useful?

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• Early ideation

•  Think through ideas• Force you to visualize how

things come together

• Communicate ideas to othersto inspire new designs

• Active brainstorming

Why is sketching useful?

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 Thomas Alva Edison | Inventor

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Source: The Thomas Edison Papers, Rutgers Universityhttp://edison.rutgers.edu/

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Source: The Thomas Edison Papers, Rutgers Universityhttp://edison.rutgers.edu/

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Source: The Thomas Edison Papers, Rutgers Universityhttp://edison.rutgers.edu/

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Source: The Thomas Edison Papers, Rutgers Universityhttp://edison.rutgers.edu/

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Source: The Thomas Edison Papers, Rutgers Universityhttp://edison.rutgers.edu/

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2,500notebooks with200-300 pages each

Edison and his staffcreated over

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 The Sketchbook 

• capture many initial ideas

• develop variations, alternatives, details• keep a record of your ideas

• reflect on changing thought processes over time

• communicate ideas to others by showing

• choose ones worth developing

• capture good ideas you see elsewhere

• collect photos, tape them into your book 

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getting the design right vs.

getting the right design

(Bill Buxton)

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Buxton - getting the design right

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Buxton - getting the design right

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Buxton - getting the design right

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Buxton - local versus global maxima

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Buxton - local versus global maxima

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Problem: Local Hill Climbing

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Instead: Getting the right design

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Getting the right design vs.getting the design right

• getting the right design involves searching as much

of a design space as possible

• once you’ve found a promising design you want to

improve it as much as possible (get it right) byexploring variations (local hill climbing)

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“The best way to have a good ideais to have lots of ideas.“

Linus Pauling

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Carl Liu | Interaction Designer

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Source: Carl Liu

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Source: Carl Liu

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Source: Carl Liu

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Source: Carl Liu

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Source: Carl Liu

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Source: Carl Liu

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Clear vocabulary

Buxton [1]

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Clear vocabulary

Plentiful

Buxton [1]

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Clear vocabulary

Quick and inexpensive

Plentiful

 Timely, when needed

Suggest and explore rather than confirm

Minimal detail and distinct gesture

Disposable

Ambiguous

Appropriate degree of refinement

Buxton [1]

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Technique: 10 plus 10

5

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1) State the design challenge

2) Generate 10 different designs –as creative and diverse as possible

3) Reduce the number of design concepts

4) Choose the most promising designs as a starting point

5) Sketch 10 details and/or variations of design concepts

6) Present ideas to a group

7) As your ideas change, sketch them out

Technique: 10 plus 10

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Buxton - the Design Funnel

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Technique: 10 plus 10

5

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 Then: Choose & Refine Sketches

Technique: 10 plus 10

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“Sketches do not have to be pretty,beautiful, or even immediately

understandable by others. However,

you should be able to explain yoursketches and ideas when anyone asks

about them.”

Saul Greenberg et al., 2011

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Alexander G. Bell | Engineer, Inventor

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Source: The Library of Congress

http://memory.loc.gov/ammem/bellhtml/bellhome.html/

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Source: The Library of Congress

http://memory.loc.gov/ammem/bellhtml/bellhome.html/

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University College LondonInteraction Centre

Getting Started:

Sketching Vocabulary

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Hands-on Sketching(page 1)

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Sketch 3 stick figures:

1. Pointing

2. Running3. Picking up an object

20 SECONDS WARM-UP:

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University College LondonInteraction Centre

Sketching Actions

and Emotions

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University College LondonInteraction Centre

Sketching Devices and Objects

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Hands-on Sketching(page 2)

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Getting Started: Some Best Practices

Imitate sketching styles you like

Add date, time (+context)

Sketching with fast, long strokes

Keep mistakes

Analog before digital

3D is not necessary (most of the time)

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University College LondonInteraction Centre

Sketching Hands and Gestures

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But: “I still can’t draw…”

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Sketching Technique: Photo Tracing

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Sketching Technique: Photo Tracing

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Sketching Technique: Templates

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Sketching Technique: Templates

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Sketching Technique: Templates

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Hands-on Sketching:

Photo Tracing(page 3)

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People

Portable personal

devices

Information

 Appliances

Digitalsurfaces

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Source: www.culturedcode.com

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Source: www.culturedcode.com

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Source: www.culturedcode.com

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University College LondonInteraction Centre

Sketching Technique:Hybrid Sketches

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Sketching Technique: Hybrid Sketches

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Sketching Technique: Hybrid Sketches

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University College LondonInteraction Centre

Sketching Technique:Reducing to Essentials

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Jørn Utzon | Architect

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Source: Jørn Utzon

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Source: Jørn Utzon

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Source: Jørn Utzon

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Source: Jørn Utzon

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Source: Jørn Utzon

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Minimal detail and

distinct gesture

Sketching Technique: Reduce to essentials

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Sketching Technique: Reduce to essentials

Sketching Technique: Reduce to essentials

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Sketching Technique: Reduce to essentials

Sketching Technique: Reduce to essentials

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Sketching Technique: Reduce to essentials

Sketching Technique: Reduce to essentials

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Phone:

Computer Telephone

First Name:Last Name:

CALL HELP

High Fidelity

Sketching Technique: Reduce to essentials

Sketching Technique: Reduce to essentials

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Phone:

Computer Telephone

First Name:Last Name:

CALL HELP

High FidelityLow Fidelity

Sketching Technique: Reduce to essentials

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University College LondonInteraction Centre

High FidelityLow Fidelity

Sketching Technique:Wireframes

Sketching

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High FidelityLow Fidelity

Sketching

Technique:

Wireframes

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High FidelityLow Fidelity

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High FidelityLow Fidelity

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High FidelityLow Fidelity

Source: Peter Mah, http://ig.obsglobal.com/2012/10/sketching-to-make-great-user-experiences/

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Hands-on Sketching:

Wireframes

(page 5)

Task: Sketch the essential elements

f th f ll i i t f

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of the following interface

Task: Sketch the essential elements

f th f ll i i t f

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of the following interface

Task: Sketch the essential elements

of the following interface

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… and now sketch variation of this interface.

of the following interface

Wireframe sketches: Elements

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Source: Leah Buley

Shortcuts: Paper Prototypes with Office Supplies

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Shortcuts: Paper Prototypes with Office Supplies

Wireframing software (e.g., Balsamiq)

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g ( g , q)

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Characteristics of Sketches vs. Prototypes

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Characteristics of Sketches vs. Prototypes

University College London

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U e s ty Co ege o doInteraction Centre

Visual Narrative and

Storyboards

i l k h

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Single sketch

 The interface at a

single moment in time

Si l k h

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Single sketch

• captures user interface,but not user behaviour

• excludes dynamics of

interaction over time– user actions

– system responses

– context

• doesn’t tell a story

S b d A L T di i i A i i

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Storyboards: A Long Tradition in Animation

Image from: Disney’s Robin Hood storyboard, www.animaart.com/Cellar/disneyart/90robin%20storyboard.jpg.html

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K El t A t ti

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Key Elements: Annotations

K El t A t ti

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Key Elements: Annotations

Image from: www.michaelborkowski.com/storyboards/images/big_bigguy1.gif

K El t A t t d A ti

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Key Elements: Annotated Actions

Image from: Buxton, Sketching User Experiences

K El t

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Key Elements:

Transitions

Bill Buxton Sketching User Experiences, Morgan Kaufman Figure 4

University College LondonI t ti C t

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Interaction Centre

Creating Storyboards

Step-by-Step

The goal

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The goal

Begin with 5 empty frames

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Begin with 5 empty frames

Begin with 5 empty frames

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Begin with 5 empty frames

why 5 frames?

Begin with 5 empty frames

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Begin with 5 empty frames

why 5 frames?

• range between 3 and 7• if more: try to split it up

Develop a story

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Develop a story

Write script: 1 sentence per frame

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Write script: 1 sentence per frame

Write script: 1 sentence per frame

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Write script: 1 sentence per frame

Sketch the

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Sketch the

individual frames

Sketch the

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Sketch the

individual frames

Remember: use

sketching vocabularyand other sketchingtechniques we learnedearlier

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Select appropriate camera shots

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Select appropriate camera shots

(learning from film making)

Select appropriate camera shots

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Select appropriate camera shots

(learning from film making)

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Select appropriate camera shots

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Select appropriate camera shots

Select appropriate camera shots

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Select appropriate camera shots

(learn from film making)

Key Decisions

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Key Decisions

• Should I show the user in the scene?

• What key frames should I use to create the

sequence?– capture the essence of the story

– people can ‘fill in’ the rest

What key transitions should I show?– actions to get from one frame to the next?

Key Decisions

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ey ec s o s

• How explicit do you need to be?

Depends on what you are trying to explain

• are the missing parts important?

Depends on the audience

• can your audience fill in the missing bits?

Emphasize actions

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p

and motions

Add annotations

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to emphasize people’sactions or thoughts,or changes happening ina device’s user interface

The final storyboard

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The final storyboard

Another storyboard example

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y p

Case study (Kevin Cheng):

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y g

 The Square

Case study (Kevin Cheng):

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 The Square

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Hands-on Sketching:

Storyboards(page 7)

University College LondonInteraction Centre

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Other methods for creating

storyboards

Photo-based storyboards:

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y

 Take 5 photos of key moments

Print out (50% transparency)

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Add annotations

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Add storyline and comments

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Result

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Result

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University College LondonInteraction Centre

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Case Study:

Microsoft Research

Cross-Device Interactions

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Exploratory

study: 10

participants

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Foam-coremockups of

devices

 Tasks

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 Tasks

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collaborative

 Tasks

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competitive

collaborative

 Tasks

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competitive

individual

collaborative

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CompetitiveIndividual

Collaborative

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 Tracking people’s position

Kinect

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Orthographic

projection

Combining multipledepth images

 Tracking people’s position

Kinect

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Orthographic

projection

Combining multipledepth images

 Tracking people’s position

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University College LondonInteraction Centre

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Learning more…

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Sketching as everyday habit

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Problem solving with simple sketches

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Sketching ideas

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Visual storytelling

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Sketching

user experiences

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Sketching workbook website:http://saul.cpsc.ucalgary.ca/sketchbook/

References:

[1] Buxton, W. Sketching User Experiences, Morgan Kaufmann 2007.

[2] Greenberg, S., Carpendale, S., Marquardt, N., Buxton, B.Sketching User Experiences: The Workbook. Morgan Kaufmann, 2012.

[3] Stevens, G. UX Lecture Series University of Siegen 2010.

[4] Snyder, C. Paper Prototyping, Morgan Kaufmann 2003.

[5] Canemaker, J. Paper Dreams: The Art And Artists Of Disney Storyboards, Disney Editions 1999.

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Jack Dorsey | Software Architect

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Source: Jack Dorseyhttp://www.flickr.com/

photos/jackdorsey/182613360/

University College LondonInteraction Centre

University College LondonInteraction Centre

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Sketching User Experiences The Workshop