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Sketching interactions Felipe Erias [email protected] @felipeerias

Sketching interactions (GUADEC 2012)

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By Felipe Erias Morandeira. The goal of user-centred design is to understand people and technology to create systems that are usable, useful and attractive. It is more of a general approach than a fixed methodology, although there exist several semi-formal processes. Design usually starts with the gathering of knowledge about users and their goals, contexts of use, existing tools, etc. Those insights are synthesized into design proposals that need to be iteratively evaluated and refined. This synthesis consists of two overlapping and complementary processes. The first one, prevalent at the beginning, generates and explores ideas. The second one strives to make decisions and narrow down the design, from general concepts to fine details. Sketches are used at the beginning, when the goal is to quickly explore different possibilities; prototypes belong in the later stages, when the goal is to confirm earlier decisions and narrow down the design. Hand-drawn sketching has been a tool of craftsmen and artists for centuries. In an analogue way, we can sketch interactions and experiences when creating software solutions. These quick and inexpensive sketches are not only an invaluable tool for generating and exploring new ideas: they are also a great way to communicate initial design decisions and involve more people from the community in the design process. This talk will start by positioning the role of sketching in a general design process. It will then present a number of techniques than may be used to sketch interactive solutions on GNOME, ranging from simple pen and paper to Free SW tools and frameworks. Several practical examples will be discussed, including some from my own work on GNOME applications like the Epiphany browser. More information at http://blogs.igalia.com/femorandeira/2012/07/31/sketching-interactions-talk-at-guadec-2012/

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Page 1: Sketching interactions (GUADEC 2012)

Sketching interactions

Felipe Erias

[email protected]@felipeerias

Page 2: Sketching interactions (GUADEC 2012)

Introduction

SW Engineering at Uni. Coruña

Erasmus + internship in Germany

Joined Igalia in 2007

Development on GNOME and mobile

MSc. HCI - Uni. York

Page 3: Sketching interactions (GUADEC 2012)

"Getting the design right,

and the right design"

Page 4: Sketching interactions (GUADEC 2012)

“Getting the design right...”

Discoverability

Usability

Accessibility

Visual appearance

Performance

Page 5: Sketching interactions (GUADEC 2012)

… and the right design”

What does that mean?

Page 6: Sketching interactions (GUADEC 2012)

patrick_nouhailler - Flickr

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Osakajon - Flickr

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“A little figurine I got when I was in Franceto remind me of my visit to the Eiffel Tower”

Esm723 - Flickr

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Levels of processing

Donald Norman, "Emotional design"

Visceral

Behavioural

Reflective

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What is "cool"?

Karen Holtzblatt (InContext)

Accomplish Direct into action

Connection The hassle factor

Identity The delta

Sensation

Page 11: Sketching interactions (GUADEC 2012)

What is "cool"?

Accomplish my intent anywhere, on my time

Direct into action without hassle

Connection

Identity

Sensation & Aesthetics

Page 12: Sketching interactions (GUADEC 2012)

Achieving this

Requirements-driven development does

not respond to what people really value

Need to evaluate and refine designs

Need to elicit the real user requirements

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Bill Buxton, “Sketching User Experiences”

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Laseau (1980) – cited by Buxton

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Design is a negative craft

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Leonardo Da Vinci (c. 1488) - Wikipedia

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Picasso, “Don Quijote” (1955) - Wikipedia

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We need to sketch behaviour

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Sketches

Fast

Cheap

Plentiful

Disposable

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Sketches vs prototypes

Continuum: start with sketches, gradually

use prototypes as the product becomes

more defined

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Benefits

Ideation

Organise, clarify your thoughts

Communication

Thought aid

Ideation, “Exhaust the design space”

Communication (designers, community)

Page 22: Sketching interactions (GUADEC 2012)

Techniques and Examples

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The Wizard of Oz (1939)

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The Wizard of Oz (1939)

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The Wizard of Oz (1939)

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Wizard of Oz

What matters is the fidelity of the experience

Examples

Airline ticket kiosk – Erdman & Neal, 1971

Speech-to-text – IBM, 1983

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“Forum Theatre as a Requirements Gathering Methodology...” (2007) - University of Dundee

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“Forum Theatre as a Requirements Gathering Methodology...” (2007) - University of Dundee

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“Forum Theatre as a Requirements Gathering Methodology...” (2007) - University of Dundee

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“Forum Theatre as a Requirements Gathering Methodology...” (2007) - University of Dundee

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Stories

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Storyboard - The Birds

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Interaction flow

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Interaction flow

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Interaction flow

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Interaction flow

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Interaction flow

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Interaction flow

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Interaction flow

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Interaction flow

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Paper interface for a tablet music app.

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Palm Pilot wooden prototype (1995) – computerhistory.org

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CWI – University of Amsterdam

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CWI – University of Amsterdam

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CWI – University of Amsterdam

Page 46: Sketching interactions (GUADEC 2012)

In GNOME

Wireframes and visual mockups

Demo: multiple selection

http://jimmac.fedorapeople.org/gnome3/boxes/overlay-toolbar2/

Demo: Epiphany navigation

https://mail.gnome.org/archives/desktop-devel-list/2012-May/msg00318.html

https://mail.gnome.org/archives/desktop-devel-list/2012-May/msg00327.html

Page 47: Sketching interactions (GUADEC 2012)

In GNOME

Communication of design decisions, a

problem in GNOME

Small teams, a lot of potential

stakeholders

Remote + different organisations

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In summary...

Turn off your computer from time to time :-)

Grab some pen & paper

Don't settle, try new things out

Page 49: Sketching interactions (GUADEC 2012)

Thanks!