Harry posted an interesting post on "90 percent of everything" about not
rushing to design solutions too quickly. Designers should cover the design
space with divergent approaches first and identify proper alternatives
before converging on an idea.
In Bill Buxton's landmark book 'Sketching User Experiences,' he not only
teaches us about sketching, he argues that sketching is the archetypal
activity of design -- an action central to design thinking and learning.
By illustrating the nuances of sketches, he illustrates how "it takes the
same kind of learning to acquire the skills to converse fluently with a
sketch as it takes to learn to speak in any other foreign language."
Dave Malouf and I agree, and to help others acquire this skill we decided
to hold a workshop in New York called 'Sketching for Interaction Design.'
Here are a few tips I wish someone would have told me early on (keep in
mind I come from an animation background). DISCLAIMER- These are my
suggestions- they don't always work for everything.
1. One thing that can make a drawing more aesthetically pleasing is the
2. Nice lines are not drawn slowly- they are drawn fast.
3. Learn to find the arcs in what you're drawing. Don't be afraid to
rotate the paper (even upside down) so you can draw that arc naturally
from about 70% elbow | 30% wrist.
4. If you need to draw a line, make a start dot and an end dot.
Rough sketches are different than crudely-drawn diagrams. In fact,
many rough sketches are very well drawn: http://tinyurl.com/2a27ed
I¹ve been doing concept sketches for a lot of years, and the majority of
these examples are not rough sketches, no matter what the authors or Google
call them. The first example on Jared¹s site ( of the space station ) is
more like it.
Just watched a movie of a tool called SketchUp. Maybe I've been asleep, but
I hadn't heard of it before. I post it here because it looked to me like
they have achieved some nice, natural direct-manipulation in 3D.