Monday, June 18, 2007

TorCHI talk: Sketching User Experiences by Bill Buxton



Tonight, Bill Buxton from Microsoft Research is at U of T for the TorCHI talk, talking about his book "Sketching User Experiences".



If you're at the talk, they're selling his book and having an autograph session!

The title of his talk is Design, Design Thinking and Sketching. Bill provides a new way of thinking to design, which is badly needed in industry and business. According to Bill, there are problems in new product development in companies, and frustrated designers within organizations. There should be a chief design officer in the company that works with the chief technical officer, to articulate the requirements for design to translate design technology into products. Bill's book is designed for managers of companies to read, rather than for designers. Design sits within the ecosystem, the design life needs the physical infrastructure. Designers and usability experts need to understand executives, there needs to be cross cultural people to build the bridge.

In the product development process, there is no phase 0 which is the design before building the product (engineering). What is the product going to look like, is it feasible to build, why do we want to build? Bill just kidded around that he was able to publish his book based on the realization that design needs to happen before the engineering phase. We can then think of product design just like digging for artefacts like in archaeology. Design is not a separate phase, it permeates within all the development phases in engineering and also in sales. In fact a product should begin to be developed just like a film is made, and before it is green lighted. There needs to be a business plan, a list of people who are the "actors" in the product, how much the product will cost, etc.

So what is design? Sketching is a method for design, which is used in different types of design like graphics design, fashion design, and industrial design. The design spaces needs to be explored by looking at alternatives. For example, he gave an example of drawing a phone which he claimed most people (even the design challenged can do), drawing a phone's interface (which is much difficult), and drawing the experience of using the phone (which is the ultimate goal in product design). According to Bill, we are going from a materialist design to experiential perspective of design.

So what makes a sketch? First, the sketch is free-hand drawn. Second, the lines are not complete. Third, the sketch is not finished, it is open-loop rather than closed-loop. What is the anatomy of sketching? Sketching is about opening doors, not closing doors, so no higher resolution is required to communicate the intended purpose/concept. Sketching is meant to suggest and explore, you should not have to be complete the first time. Ambiguity is the most important part of design. If you want to get the most out of a sketch, you need to leave big enough holes. If you start to put more detail and close the imagination, then this is not a sketch but more of a memory recording. According to Bill, design is like a funnel, you have a million ideas and then you start reducing ones and throwing them out, until you come out with the idea that becomes the product. There is a continuum between design and usability, from sketch to prototype, along the investment and time axes.

Great talk, as always, Bill is a good speaker, and I think a good example of how you can have a good career in academia, research, and industry.

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