day 2 sketching ixd
TRANSCRIPT
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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