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	<title>Tools for Sketching &#187; process</title>
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		<title>Rolling through the dial with Radioball</title>
		<link>http://www.poxod.cc/blog/2010/06/01/radioball/</link>
		<comments>http://www.poxod.cc/blog/2010/06/01/radioball/#comments</comments>
		<pubDate>Tue, 01 Jun 2010 23:47:53 +0000</pubDate>
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		<guid isPermaLink="false">http://www.poxod.cc/blog/?p=317</guid>
		<description><![CDATA[I usually prefer to write about tools, processes and methods here, but when I see a project that so completely [...]


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			<content:encoded><![CDATA[<p><img src="http://www.poxod.cc/blog/wp-content/uploads/2010/06/radioball-close-300x300.png" alt="Teague&#039;s Radioball" title="Teague&#039;s Radioball" width="150" height="150" class="alignleft size-thumbnail wp-image-321" />I usually prefer to write about tools, processes and methods here, but when I see a project that so completely exemplifies the values and priorities within a design process, I just can&#8217;t help but want to share it. <a href="http://www.teague.com/">Teague&#8217;s</a> <a href="http://www.teague.com/2010/05/radioball-prototype/">RadioBall</a> is one of those projects. Go ahead and watch the video after the jump:<br />
<span id="more-317"></span></p>
<p>First, the fact that the complete interaction can be described so clearly in 40 seconds shows how novel and intuitive this little thing is. I don&#8217;t even need to describe what it does. It clearly combines form, interaction and customizability in one elegant package. It is in short &#8211; a great idea. However, while I won&#8217;t be surprised when I see something like this on a store shelf sometime soon, what struck me was the use of physical and digital prototyping tools to so completely and effectively express the idea.</p>
<p><object width="560" height="315"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=11368501&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=11368501&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="560" height="315"></embed></object></p>
<p>The body is built with a 3D printer and the electronics are all off-the-shelf development tools such as <a href="http://www.arduino.cc/">Arduino</a> and <a href="http://itp.nyu.edu/physcomp/Tutorials/XbeeBasics">XBee</a>, with the addition of an FM radio, accelerometer and speaker. None of these tools are custom and none of the technologies are opaque. In fact, all of the schematics, models and code are available on the <a href="http://www.teague.com/2010/05/radioball-prototype/">Radioball Blog Entry</a>. This entire project was realized by two people in a &#8220;short time&#8221; in order to serve as a &#8220;starting point for conversation about the need for richer, more spatial interactions.&#8221;</p>
<p>What I tend to write about are essentially tools to aid in, facilitate or speed up a traditional design process. What I find so exciting about Radioball is that an entire functional prototype was developed to describe the idea. I can write about tools that make 3D modeling easier, software to help you build walk-throughs, or electronics that you can use to aid in detailed user studies, but those are still essentially tools that aid an old-fashioned process. This thing is completely new, both in concept and execution. I can&#8217;t wait to see more projects like this and won&#8217;t hesitate to share what I find.</p>
<p>Now if you&#8217;ll excuse me, I need to start building my parts list for building (and maybe improving upon) my own Radioball.</p>



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		<item>
		<title>Why Wiggly Wireframes?</title>
		<link>http://www.poxod.cc/blog/2009/11/16/73/</link>
		<comments>http://www.poxod.cc/blog/2009/11/16/73/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 01:02:27 +0000</pubDate>
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				<category><![CDATA[Data]]></category>
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		<guid isPermaLink="false">http://www.poxod.cc/blog/?p=73</guid>
		<description><![CDATA[Aaron Travis explores the motivation and payoff for developing low-fidelity wireframes for user interfaces during the design process. While I [...]


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			<content:encoded><![CDATA[<p><img src="http://www.poxod.cc/blog/wp-content/uploads/2009/11/1_Travis_Sketchy_Visio-cropped.gif" alt="Sketchy Wireframe" title="Sketchy Wireframe" width="336" height="208" class="alignleft size-full wp-image-78" /><a target="_blank" href="http://www.boxesandarrows.com/view/sketchy-wireframes?utm_source=feedburner&#038;utm_medium=feed&#038;utm_campaign=Feed%3A+BoxesAndArrows_Stories+%28Boxes+and+Arrows%29">Aaron Travis explores</a> the motivation and payoff for developing low-fidelity wireframes for user interfaces during the design process. While I have my own reasons for loving all things lo-fi, this (web-specific) article really nails it. Their rationales are clearly thought out and expressed in a way that make them relevant to a wide variety of disciplines.</p>
<p>Read More for excerpts<br />
<span id="more-73"></span></p>
<div style="clear:both;display:none">.</div>
<p></p>
<p>See Also :<br />
<a href="http://www.microsoft.com/expression/products/SketchFlow_Overview.aspx">Microsoft SketchFlow</a><br />
<a href="http://www.guuui.com/issues/02_07.php">Visio Sketchy Wireframe Tempates</a><br />
<a href="http://iphonemockup.lkmc.ch/">Web-based iPhone collaborative mockup maker</a></p>
<p>(Via <a href="http://www.boxesandarrows.com/view/sketchy-wireframes?utm_source=feedburner&#038;utm_medium=feed&#038;utm_campaign=Feed%3A+BoxesAndArrows_Stories+%28Boxes+and+Arrows%29">Boxes and Arrows</a>)</p>
<blockquote><p>
Having used computer-based sketchy wireframes on a number of projects, I’ve found many ways that they can decrease confusion with teams and stakeholders:</p>
<p>    * Clients and Executives &#8211; People in this group typically want to push projects forward as quickly as possible. Consequently, the more “finished” the wireframes look, the faster they will expect to see the finished product. You can do yourself a disservice by making your wireframes look more complete than they are. To quote Kathy Sierra, “How ‘done’ something looks should match how ‘done’ something is.”</p>
<p>    * Programmers &#8211; Programmers who see traditional wireframes too early in the process may misinterpret their functionality as “signed-off.” Don’t be shocked if you hear frantic questions like “Did we agree to this?” Programming requires meticulous attention to detail, so programmers read wireframes with an eagle eye. Consequently, they may expect a level of specification from wireframes that isn’t appropriate in the early stages.</p>
<p>    * Designers &#8211; Designers make their living with their visual creativity, and they resist anything that could constrain it. Consequently, in situations where designers must work with wireframes created by someone else, designers can perceive them as a creative straightjacket, or worse, as a threat. A sketchy representation can help reduce friction by removing unnecessary details and adding a certain amount of “fuzziness” to the wireframes, thereby giving designers more leeway in interpreting the look and feel of the interface.</p>
<p>    * Users &#8211; In my research, I’ve found that users who are asked to comment on traditional wireframes can be intimidated by an overly finished look and feel. This is mirrored by a general consensus in the usability industry that the “less done” a demo looks, the more comfortable users feel with giving feedback. Where traditional wireframes can elicit comments like “I don’t like the font on those words,” sketchy wireframes are more likely to elicit comments like “I don’t know what those words mean.”</p></blockquote>



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		</item>
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		<title>Using Comics to Describe User Experience</title>
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		<comments>http://www.poxod.cc/blog/2007/05/24/using-comics-to-describe-user-experience/#comments</comments>
		<pubDate>Thu, 24 May 2007 15:46:19 +0000</pubDate>
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				<category><![CDATA[Web]]></category>
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		<guid isPermaLink="false">http://www.poxod.cc/blog/2007/05/24/using-comics-to-describe-user-experience/</guid>
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			<content:encoded><![CDATA[<p>An excellent <a href="http://www.boxesandarrows.com/view/comics-not-just-for">article</a> appears today on <a href="http://www.boxesandarrows.com/">Boxes and Arrows</a>. It gives an overview of the benefits of using a narrative technique to communicate complex interactions. In this case study, User Experience Designers developed comic strips to communicate broad goals to a larger and diverse audience.</p>
<blockquote><p>Comics are effective not only because they are essentially narrative, but also because they are unpretentious, easy to follow, and accessible. Whereas a functional specification document uses words and often “tech speak” to communicate functionality, comics use pictures and interactions to get ideas across.</p></blockquote>
<p>Can&#8217;t draw? Don&#8217;t have time to draw? Check out the comments at the bottom of the article for a link to <a href="http://designcomics.org">designcomics.org</a>, where the folks at Sun Microsystems&#8217; web team have built a repository of free stock scenes and characters that you can use to build storyboards with little effort. The &#8216;examples&#8217; section, which has tips for how to use narrative techniques to describe design choices, reads like an introduction to Aristotle&#8217;s Poetics:</p>
<blockquote><p>Another common format is a three-act play: (1) A hero&#8230; (2) has a problem&#8230; (3) and solves it (or not)</p></blockquote>
<p>The act of designing a user experience can be compared to developing choreography for a user to enact. Writing like this in sometimes-dry forums like Boxes and Arrows validates my belief that telling a story is a valuable way to describe interaction to a broad audience.</p>
<p>SEE ALSO &#8211; <a href="http://www.poxod.cc/blog/2006/03/20/comiclife/">ComicLife : A Story Machine</a> </p>



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		</item>
		<item>
		<title>Siemens learns about efficiency from Video Games</title>
		<link>http://www.poxod.cc/blog/2007/03/24/siemens-learns-about-efficiency-from-video-games/</link>
		<comments>http://www.poxod.cc/blog/2007/03/24/siemens-learns-about-efficiency-from-video-games/#comments</comments>
		<pubDate>Sat, 24 Mar 2007 16:03:04 +0000</pubDate>
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		<guid isPermaLink="false">http://www.poxod.cc/blog/2007/05/24/siemens-learns-about-efficiency-from-video-games/</guid>
		<description><![CDATA[Businessweek has an article by Reena Jana on a new design tool that focuses on game-like usability to increase productivity. [...]


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Everybody Loves to Sketch!<!-- (2)-->
	
<small>
ILoveSketch No-Cut Demo: Spacecraft from Seok-Hyung Bae on Vimeo.

iLoveSketch was presented at the SIGGRAPH 2009 Emerging Technology Conference in New [...]
</small>
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			<content:encoded><![CDATA[<p>Businessweek has an <a href="http://www.businessweek.com/innovate/content/mar2007/id20070307_171443.htm?chan=technology_technology+index+page_more+of+today's+top+stories">article</a> by Reena Jana on a new design tool that focuses on game-like usability to increase productivity. The Game Engine Modelling system, developed by Rich McDaniel for Siemens, uses game engine graphics and physics modelling to aid factory-automation designers in designing more efficient factories.</p>
<blockquote><p>GEM achieves this time-savings with the help of an easy-to-use editing tool that allows designers to select from a library of shapes, physics attributes, and other elements from a simple drop-down Windows menu. They can also type in specifics to match real-world measurements and actions. [...] Workers training with GEM software navigate just as they would a PC game, using commands and keys that correspond with on-screen movement</p></blockquote>
<p>There is one detail in the article that stood out for me that I felt that Jana touched on but didn&#8217;t give the attention I thought it deserved: While simulation systems are in wide use in the automotive and aerospace industries, where tolerances and safety concerns demand it and budgets allow it, with this project what Siemens is really doing is developing a simulation technology for the masses. This &#8216;democratization of simulation&#8217; will open up new markets in mid- and small-scale factory operations that might otherwise not have been able to afford Siemens&#8217; services. Much of what I wrtie about on this site is ephemeral or pie-in-the-sky, but if this project bears out, it will be a great example of &#8217;sketching&#8217; technology enabling people to create real value on an industry-wide scale.</p>
<p><a href="http://www.businessweek.com/innovate/content/mar2007/id20070307_171443.htm?chan=technology_technology+index+page_more+of+today's+top+stories">BusinessWeek.com : Siemens&#8217; New Game Strategy</a></p>



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		<title>Storyboard Illustration</title>
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		<comments>http://www.poxod.cc/blog/2007/02/17/storyboard-illustration/#comments</comments>
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Pictionaire &#8211; A Visual Worksurface<!-- (1)-->
	
<small>
A collaboration between researchers at UC Berkeley and Microsoft Research, Pictionaire is a tabletop interactive collaboration system that &#8220;enables multiple [...]
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		<a href="http://www.poxod.cc/blog/2007/02/13/sketchup-6-is-out/" rel="bookmark">
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Sketchup 6 is out!<!-- (1)-->
	
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Since being purchased by Google, Sketchup has been split into two products: Sketchup Pro and &#8216;Google Sketchup&#8217;, the free version, [...]
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Stoking the story-maker machinery<!-- (1)-->
	
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ComicLife  enables users to create comic strips by simply dragging and dropping their own images onto comic templates, to [...]
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			<content:encoded><![CDATA[<p><a href="http://www.pingmag.jp/images/article/storyboard12.jpg" rel="lightbox" title="Storyboard for TV Commercial"><img src="http://www.pingmag.jp/images/article/storyboard12.jpg" width="200" height="150" alt="Storyboard Design" style="float:left;margin:7px"/></a></p>
<p><a href="http://www.pingmag.jp/">Ping Magazine</a> has a <a href="http://www.pingmag.jp/2006/10/27/storyboard-design/">feature on storyboard design</a>. It includes examples of storyboards from Television, Video Game, Commercial and Film projects, along with short interviews with the Art Directors. Good reading!</p>
<p>You can read more about it <a href="http://www.pingmag.jp/2006/10/27/storyboard-design/">Here.</a></p>



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		<title>Brainstorming Followup</title>
		<link>http://www.poxod.cc/blog/2006/07/26/brainstorming-followup/</link>
		<comments>http://www.poxod.cc/blog/2006/07/26/brainstorming-followup/#comments</comments>
		<pubDate>Thu, 27 Jul 2006 01:03:36 +0000</pubDate>
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		<description><![CDATA[Bob Sutton has taken the time to lay out his views  on Brainstorming on BusinessWeek Online. His writing stems [...]


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Does Brainstorming Not Suck?<!-- (2)-->
	
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Bob Sutton has a post on his blog refuting the Wall Street Journal&#8217;s
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Nothing starts out easy<!-- (1)-->
	
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Every technology has to be new at some time:
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			<content:encoded><![CDATA[<p>Bob Sutton has taken the time to lay out his <a href="http://www.businessweek.com/innovate/content/jul2006/id20060726_517774.htm?campaign_id=rss_innovate">views</a>  on Brainstorming on BusinessWeek Online. His writing stems from a Wall Street Journal <a href="http://www.post-gazette.com/pg/06164/697891-28.stm">article</a> outlining research that said that when it came to generating ideas, individuals working individually could be just as effective as team members working in a group. Sutton had a <a href="http://bobsutton.typepad.com/my_weblog/2006/06/brainstorming_i.html">post on his blog</a> refuting many of the methodologies of the quoted research, including the lack of context in the research group sessions and the fact that the participants were not professionals in a specific field and therefore not as well equipped to solve specific problems in a group.</p>
<p>However, rather than continuing to split hairs over methodology, his new article expands on some of these ideas and stands as a support of brainstorming itself. Both Sandberg and Sutton believe that brainstorming is a skill that takes time to develop, requires discipline to manage, and must be integrated into the culture of an organization, not just exist as panaceas to design process problems. The meat of the article is 8 tips for improving (or even deciding whether to bother with) brainstorming.</p>
<p><a href="http://www.businessweek.com/innovate/content/jul2006/id20060726_517774.htm?campaign_id=rss_innovate">Link to Sutton Article</a></p>
<p><strong><br />
See Also:</strong><br />
<a href="http://www.poxod.cc/blog/2006/06/22/does-brainstorming-not-suck/"> Does Brainstorming Not Suck?</a></p>



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		<title>Does Brainstorming Not Suck?</title>
		<link>http://www.poxod.cc/blog/2006/06/22/does-brainstorming-not-suck/</link>
		<comments>http://www.poxod.cc/blog/2006/06/22/does-brainstorming-not-suck/#comments</comments>
		<pubDate>Thu, 22 Jun 2006 14:33:21 +0000</pubDate>
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		<description><![CDATA[Bob Sutton has a post on his blog refuting the Wall Street Journal&#8217;s
recent articlewhere they cited research showing that idea [...]


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			<content:encoded><![CDATA[<p>Bob Sutton has a <a href="http://bobsutton.typepad.com/my_weblog/2006/06/brainstorming_i.html">post on his blog</a> refuting the Wall Street Journal&#8217;s<br />
<a href="http://www.post-gazette.com/pg/06164/697891-28.stm">recent article</a>where they cited research showing that idea generation through group brainstorming was no more productive than individuals coming up with ideas on their own. </p>
<blockquote><p>&#8220;G]reat brainstorming sessions are possible, but they require the planning of a state dinner, plenty of rules, and the suspension of ego, ingratiation and political railroading. Hosts have to hope that people won&#8217;t expend creative energy trying to tell others their ideas are bad without actually telling them that &#8212; admittedly a real business skill. And they have to cross their fingers that the session won&#8217;t deteriorate into what some people call &#8220;blamestorming&#8221; or &#8220;coblabberation,&#8221; where you get nowhere or settle on something mediocre to be done with it&#8230;.</p></blockquote>
<p>My reaction to reading this is &#8220;So how DO you tell people that their ideas are bad?&#8221; It may seem flip, but often the difference between good and bad idea generation is how well the people involved know each other. I can tell my best friend that his shoes are ugly, but I couldn&#8217;t necessarily tell an employee of a client during a group facilitation the same thing.</p>
<p>Sutton says that because the sessions took place in an experimental environment rather than in a workplace with established culture and processes, that they can make no definitive claim on the efficacy of brainstorming.</p>
<p>Sutton:</p>
<blockquote><p>if these were studies of sexual performance, it would be like drawing inferences about what happens with experienced couples on the basis of research done only with virgins during the first time they had sex.</p></blockquote>
<p><span id="more-41"></span></p>
<p>This has little to do with sketching per se, but it has everything to do with creative thinking. I would agree with Sutton on this topic&#8211; I have been a part of both productive and unproductive brainstorming sessions and it seems that group dynamics and culture have more to do with its success or failure than any other factor.</p>
<p>One of the most creative times in my life was when I was taking an improv class while at school. The mental flexibility that was exercised regularly during that class spilled over into other aspects of my work. I would encourage any creative person to take 10% of their day and devote it to purely creative pursuits. We&#8217;d all be happier and more creative if 40 minutes a day was spend arranging flowers, building lamps out ot popsicle sticks or noodling on a piano.</p>
<p>If you&#8217;re interested in learning how to give effective feedback in a creative environment, check out Liz Lerman&#8217;s <a href="http://www.communityarts.net/readingroom/archivefiles/2003/10/toward_a_proces.php">Method of Critical Response</a> for a primer on civilized creative critique. Apparently she has an entire book on the subject, but I haven&#8217;t been able to track it down.</p>



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