Sketching Quickly Communicates Ideas

Monday, 21 Jan 2008 | by Mark Tucker

When I think of “sketching” (or the process of communicating design ideas), I think of Leonardo da Vinci and his invention drawings. Although not the first known examples, they might be the most well know.

 Leonardo da Vinci sketch

The British Library contains a digital representation of a Leonardo notebook in its online gallery called Turning the Pages. An interesting note is that the only major scientific work of Leonardo’s in private hands, the Codex Leicester, is owned by Bill Gates.

In Bill Buxton’s book “Sketching User Experiences: getting the design right and the right design,” he defines the following attributes of sketches (pages 111-112):

  • Quick – A sketch is quick to make, or at least gives that impression.
  • Timely – A sketch can be provided when needed.
  • Inexpensive – A sketch is cheap. Cost must not inhibit the ability to explore a concept, especially early in the design process.
  • Disposable – If you can’t afford to throw it away when done, it is probably not a sketch. The investment with a sketch is in the concept, not the execution. By the way, this doesn’t mean that they have no value, or that you always dispose of them. Rather, their value largely depends on their disposability.
  • Plentiful – Sketches tend not to exist in isolation. Their meaning or relevance is generally in the context of a collection or series, not as an isolated rendering.
  • Clear vocabulary – The style in which a sketch is rendered follows certain conventions that distinguish it from other types of renderings. The style, or form, signals that it is a sketch. The way that lines extend through endpoints is an example of such a convention or, or style.
  • Distinct gesture – There is fluidity to sketches that gives them a sense of openness and freedom. They are not tight and precise, in the sense that an engineering drawing would be, for example.
  • Minimal detail – Include only what is required to render the intended purpose or concept. Superfluous detail is almost always distracting, at best, no matter how attractive or well rendered. Going beyond “good enough” is a negative, not a positive.
  • Appropriate degree of refinement – By its resolution or style, a sketch should not suggest a level of refinement beyond that of the project being depicted.
  • Suggest and explore rather than confirm – Sketches don’t “tell,” they “suggest.” Their value lies not in the artifact of the sketch itself, but in its ability to provide a catalyst to the desired and appropriate behaviors, conversations, and interactions.
  • Ambiguity – Sketches are intentionally ambiguous, and much of their value derives from their being able to be interpreted in different ways, and new relationships seen within them, even by the person who drew them.

To summarize, a sketch is a quick way to generate and share many ideas in such a way that the ideas can generate more ideas. Often a sketch is in the form of a drawing, but the purpose more than the medium determines if it is a sketch.

The Human-Computer Interaction (HCI) group at Stanford University tackled the issue of speeding automobiles with a project that shows sketching to communicate ideas as well computer prototypes to show design.

In another post, we will apply the technique of sketching to a specific genealogy problem.

Genealogists Can Share Ideas and Innovate

Thursday, 27 Dec 2007 | by Mark Tucker

The more we understand the design process, the better we can design genealogy software. In a previous post titled “More Design in the Genealogy Community”, we discussed the development process. In this post, we will look specifically at the Design Process that was represented as Phase 0. 

Development Process - Phase 0

Design is represented by a funnel showing that more ideas exist at the beginning of the phase than at the end. Much of this information can be found in “Sketching User Experiences: getting the design right and the right design” by Bill Buxton.

Genealogists as well as designers and developers must work together as part of the design process. In the early part of this process, it is important to generate as many ideas as possible. No idea should be held back as it might be a stepping stone to a much better idea. Ideas tend to generate more ideas. As the two-time Nobel Prize winner, Linus Pauling, once said:

The best way to a good idea is to have lots of ideas.

The diagram indicates that no matter how many great ideas enter the funnel, there will be less at the end. Not all ideas survive.

On page 144 of “Sketching User Experiences”, a slightly different visualization by Paul Laseau is presented which shows two opposing funnels: one for idea generation and the other for idea reduction. My modification of the diagram is as follows:

Design Process Timeline

The process begins with a single idea or a few ideas. This leads to more ideas. Ideas are explored quickly and cheaply and can be discarded just as fast – easy come, easy go.

At some point choices need to be made and ideas need to be refined. After all, idea generation cannot carry on indefinitely. We must create something to ship. If we do this correctly, we won’t just have something we will have the right thing. Ideas are refined roughly at first and then with more granularity. More ideas might still surface but they are more fine tuning of existing ideas than radical new ones. More choices are made as we approach the final design. If you think of these two funnels superimposed, it’s not too difficult to visualize the single Design funnel represented as Phase 0.

To make this point a second time, designers, developers, and users (genealogists in our case) are involved in this process. Everyone’s ideas are important. Designers share their ideas and also guide the others through the process.

The subtitle of “Sketching User Experiences” is “getting the design right and the right design.” This process of working together to generate ideas and refine them into a final design is part of getting the “right design.” When this process is not followed or those who use the software are not involved, a design will result but quite possibly not one that will provide an effective, usable, and enjoyable experience.

This blog is a place where we can have a conversation about design and go through the process together.  I want to listen to your ideas.  All ideas are welcome as we are at the starting point of design.  We can change the world of genealogy software.  Innovation can happen.

In a future post, we will explore the technique of sketching and how it can be used to quickly capture and share ideas.

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