Your Sketchbook

CPSC581.Sketchbook History

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'''-[[CPSC581/Courses|back to CPSC 581]]-'''

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'-'''''Keep a printout of this page taped in the cover of your sketchbook. Refer to it periodically'''''-'
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'''-[[CPSC581/Courses|back to CPSC 581]]-''' \\
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'''''Keep a printout of this page taped in the cover of your sketchbook. Refer to it periodically'''''-]
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'''-[[CPSC581/Courses|back to CPSC 581]]-'''
->'-'''''Hint. Keep a printout of this page with your sketchbook and refer to it periodically!'''''-'
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'''-[[CPSC581/Courses|back to CPSC 581]]-'''

%center% '
-'''''Keep a printout of this page taped in the cover of your sketchbook. Refer to it periodically'''''-'
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The sketchbook is perhaps the most prevalent best practice artifact found across all design disciplines. Many designers keep a sketchbook with them at all times. They use it to record and elaborate their ideas, to gather other people’s ideas or artifacts of interest that may inspire future ideas, to ‘doodle’ half-formed thoughts, and to share ideas with others by showing. The sketchbook is particularly valuable as it encourages its owners to develop a multitude of ideas and choose between them, rather than to fixate on a single idea. Bill Buxton calls the process of distilling between many ideas as ‘getting the right design’, whereas the process of developing a particular idea (e.g., through iterative refinement or usability engineering) is ‘getting the design right’. The former emphasizes design that chooses between idea alternatives, while the later is the creative engineering that refines a particular idea.

Computer science students do not normally keep sketchbooks, and as a consequence they typically develop the first idea that comes to them. That is, they worry about ‘getting the design right’ without considering if the basic idea is the best one worthy of pursuit. This is equivalent to the local hill climbing problem in Artificial Intelligence, where local maxima are reached without considering how they would relate to a global maximum. Sketches become a way to investigate other nearby hills (ideas) to see if they can offer better solutions.

To encourage you and other students to develop many ideas, your primary course text is an empty sketchbook. I insist you buy a nice one (hard cover, coiled) so you can take pride in it. You are expected to fill their sketchbook with their project ideas over the course of the term, and to show these ideas to others on demand. I can ask to see it at any time, where your sketches must reflect where you are in particular projects. You should not do sketch dumping, where you sit down after the project is being done. In terms of grading, the key deliverables are that you must generate at least ten different sketches demonstrating quite different ideas for a particular project, and then choose one idea and develop ten variations and/or refinements of that idea. Unlike most grading schemes, you are evaluated primarily on quantity!

You will find a brief instruction manual for the sketchbook below.
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'''Credits'''. This page is partially based on ''Sketchbook Ideas'' by Colleen Campbell, a designer and artist who taught at Mount Royal College in Calgary.
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'''Credits'''. This page is partially based on ''Sketchbook Ideas'' by Colleen Campbell, a designer and artist who taught at Mount Royal College in Calgary, and Bill Buxton’s book '''[[http://www.mkp.com/sketching |Sketching the User Experience]], Morgan Kaufmann, 2007'''.
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* '''acquire the habit of using a sketchbook''' for freehand sketching and annotations of interface ideas (from casual and spontaneous ideas to studied interface design development) and for detailing where inspirations came from (other systems, students, magazines, etc.)
to:
* '''acquire the habit of using a sketchbook''' for freehand sketching and annotations of interface ideas (from casual and spontaneous ideas to studied interface design development) and for detailing where inspirations came from (other systems, students, magazines, and so on).
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* '''Regular use''', where you habitually use the sketchbook to jot down, annotate, and develop ideas over time – at any instance, we expect your sketches to reflect where you are in your project;
* '''Thoughtfulness''', where you can explain the development of your ideas within particular sketches;
* '''Attribution''', where you credit other people's ideas that you are using;
to:
* '''Regular use''', where you habitually use the sketchbook to jot down, annotate, and develop ideas over time – at any instance, we expect your sketches to reflect where you are in your project.
* '''Thoughtfulness''', where you can explain the development of your ideas within particular sketches.
* '''Attribution''', where you credit other people's ideas that you are using.
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* '''explore and refine''' ideas in both in the large and in the small
* '''develop variations''', alternatives and details
* '''refer back to your ideas''' and reflect on how your thought processes have changed over time
to:
* '''explore and refine''' ideas both in the large and in the small.
* '''develop variations''', alternatives and details.
* '''refer back to your ideas''' and reflect on how your thought processes have changed over time.
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* '''collect existing material''' (e.g., pictures from magazines, screen snapshots) and tape them into the sketchbook.
* '''develop your skills''', your accuracy and your confidence in sketching out your ideas through regular use
to:
* '''collect existing material''' such as pictures from magazines, screen snapshots, and tape them into the sketchbook.
* '''develop your skills''', your accuracy and your confidence in sketching out your ideas through regular use.
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* '''Always carry your sketchbook''' with you everywhere (a 2nd small sketchbook is helpful). Jot down ideas as you think about them.
* '''Label it.''' With the sketchbook oriented the way you will use it (left-handers, simply rotate the sketchbook 180 degrees with front cover upside down), place an adhesive address label with your name / email lettered
at the outside lower front of the cover. This is important as there may be many similar sketchbooks in class, and you can recover it if you leave it somewhere.
to:
* '''Label it''' with your name / email on an adhesive positioned at the outside lower front of the cover. This is important as there may be many similar sketchbooks in class, and you can recover it if you leave it somewhere.
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* '''Always carry your sketchbook''' with you everywhere (a 2nd small sketchbook is helpful).
* '''Jot down ideas''' as you think about them.
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* '''Practice sketching''' by continually developing new ideas and by being inspired by outside material (e.g., your classes, readings, other people's software).
to:
* '''Practice sketching''' by continually developing new ideas and by being inspired by outside material, e.g., your classes, readings, other people's software.
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* '''Do not erase''' ideas because they are messy or because you no longer like them. Remember that your sketchbook is here to help you record your developing ideas. It is only rarely a place to record final ideas.
* '''The sketchbook is for design only.''' Donot use it in other classes just because you do not have any paper.
to:
* '''Do not erase''' ideas because they are messy or because you no longer like them. Remember that your sketchbook is there to help you record your developing ideas. It is only rarely a place to record final ideas.
* '''The sketchbook is for design only.''' Do not use it in other classes just because you do not have any paper.
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* [[Attach:SketchbookSample-emily-feingold.jpg|artist's sketch page]] by Emily R. Feingold [[http://www.math.binghamton.edu/alex/Art_Sketches.html|source]].
* [[Attach:SketchbookSample-samnang-eav.jpg|variations in a new wristwatch]] developed by student Industrial designer Samnang Eav [[http://www.id.carleton.ca/sid-gallery/2year_01.htm|source]]
* variations in nose shapes (see inset) as explored by one artist [[http://www.fmhs.cnyric.org/art/StudioFoundation/Sketchbook/sketchbook.html|source]]

'''Credits'''. This page is based on Sketchbook Ideas by Colleen Campbell, a designer and artist who teaches at Mount Royal College.
to:
* [[Attach:SketchbookSample-emily-feingold.jpg|artist's sketch page]] by Emily R. Feingold [--[[http://www.math.binghamton.edu/alex/Art_Sketches.html|source]]--].
* [[Attach:SketchbookSample-samnang-eav.jpg|variations in a new wristwatch]] developed by student Industrial designer Samnang Eav [--[[http://www.id.carleton.ca/sid-gallery/2year_01.htm|source]]--]
* variations in nose shapes (see inset) as explored by one artist [--[[http://www.fmhs.cnyric.org/art/StudioFoundation/Sketchbook/sketchbook.html|source]]--]

'''Credits'''. This page is partially based on ''Sketchbook Ideas'' by Colleen Campbell, a designer and artist who taught at Mount Royal College in Calgary.
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The sketchbook will help you learn the following.
*
You will develop skills in freehand sketching and annotation as a way to describe visual information (ideas and descriptive details) that inform projects you are developing.
* You will develop the sketchbook as a personal reference tracing your interaction design ideas over time, and for reflecting on the progress of these ideas.
* You will acquire the habit of using a sketchbook for freehand sketching and annotations of interface ideas (from casual and spontaneous ideas to studied interface design development) and for detailing where inspirations came from (other systems, students, magazines, etc.)
to:
The sketchbook will help you learn the following. You will:
* '''
develop skills in freehand sketching''' and annotation as a way to describe visual information (ideas and descriptive details) that inform projects you are developing.
* '''develop the sketchbook as a personal reference''' tracing your interaction design ideas over time, and for reflecting on the progress of these ideas.
* '''acquire the habit of using a sketchbook''' for freehand sketching and annotations of interface ideas (from casual and spontaneous ideas to studied interface design development) and for detailing where inspirations came from (other systems, students, magazines, etc.)
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%rfloat% Attach:SketchbookSample-noses.gif
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* [[Attach:SketchbookSample-noses.gif|variations in nose shapes]] as explored by one artist [[http://www.fmhs.cnyric.org/art/StudioFoundation/Sketchbook/sketchbook.html|source]]
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* variations in nose shapes (see inset) as explored by one artist [[http://www.fmhs.cnyric.org/art/StudioFoundation/Sketchbook/sketchbook.html|source]]
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'''Examples - see web site'''
to:
!!Examples
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('''Credits'''. This page is based on Sketchbook Ideas by Colleen Campbell, a designer and artist who teaches at Mount Royal College.)
to:
'''Credits'''. This page is based on Sketchbook Ideas by Colleen Campbell, a designer and artist who teaches at Mount Royal College.
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* [[Attach:SketchbookSample-noses.gif|variations in nose shapes]] as explored by one artist [--originally from http://www.fmhs.cnyric.org/art/StudioFoundation/Sketchbook/sketchbook.html--]
* [[Attach:SketchbookSample-samnang-eav.jpg|variations in a new wristwatch]] developed by student Industrial designer Samnang Eav [source]
to:
* [[Attach:SketchbookSample-noses.gif|variations in nose shapes]] as explored by one artist [[http://www.fmhs.cnyric.org/art/StudioFoundation/Sketchbook/sketchbook.html|source]]
* [[Attach:SketchbookSample-samnang-eav.jpg|variations in a new wristwatch]] developed by student Industrial designer Samnang Eav [[http://www.id.carleton.ca/sid-gallery/2year_01.htm|source]]
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* variations in nose shapes as explored by one artist in the inset figure [source].
* variations in a new wristwatch developed by student Industrial designer Samnang Eav [source]
to:
* [[Attach:SketchbookSample-noses.gif|variations in nose shapes]] as explored by one artist [--originally from http://www.fmhs.cnyric.org/art/StudioFoundation/Sketchbook/sketchbook.html--]
* [[Attach:SketchbookSample-samnang-eav.jpg|variations in a new wristwatch]] developed by student Industrial designer Samnang Eav [source]
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* artist's sketch page by Emily R. Feingold [[http://www.math.binghamton.edu/alex/Art_Sketches.html|source]].
to:
* [[Attach:SketchbookSample-emily-feingold.jpg|artist's sketch page]] by Emily R. Feingold [[http://www.math.binghamton.edu/alex/Art_Sketches.html|source]].
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* buddy bugs - sketches and final prototype, by former 581 student Susannah McPhail
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* [[BuddyBugs |buddy bugs]] - sketches and final prototype, by former 581 student Susannah McPhail
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* [[Attach:logoCPSC581.png|portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
to:
* [[Attach:SketchbookSample-Saul.jpg|portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
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* [[Attach:CPSC581.SaulsSketchbookSample.jpg |portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
to:
* [[Attach:logoCPSC581.png|portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
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<<<<<<<
* [[Attach:SaulsSketchbookSample.jpg |portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
=======
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>>>>>>>
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* [[CPSC581.SaulsSketchbookSample.jpg |portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
to:
* [[Attach:SaulsSketchbookSample.jpg |portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
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<<<<<<<
* [[CPSC581.SaulsSketchbookSample.jpg |portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
=======
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>>>>>>>
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('''Credits'''. This page is based on Sketchbook Ideas by Colleen Campbell, a designer and artist who teaches at Mount Royal College.)
to:
('''Credits'''. This page is based on Sketchbook Ideas by Colleen Campbell, a designer and artist who teaches at Mount Royal College.)
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* [[ sketchbook_sample.jpg | portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
to:
* [[Attach:CPSC581.SaulsSketchbookSample.jpg |portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
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* [[ CPSC581/sketchbook_sample.jpg | portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
to:
* [[ sketchbook_sample.jpg | portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
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* [[CPSC581/sketchbook_sample.jpg |portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
to:
* [[ CPSC581/sketchbook_sample.jpg | portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
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* portion of a page from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
to:
* [[CPSC581/sketchbook_sample.jpg |portion of a page]] from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
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(:title Your Sketchbook '''-[[CPSC681/Courses|back to CPSC 681]]-''':)
to:
(:title Your Sketchbook :)
'''-[[CPSC581/Courses|back to CPSC 581]]-'''
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(:title Your Sketchbook [-- [[../return to CPSC 581]] --]:)
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(:title Your Sketchbook '''-[[CPSC681/Courses|back to CPSC 681]]-''':)
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(:title Your Sketchbook :)
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(:title Your Sketchbook [-- [[../return to CPSC 581]] --]:)
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(:title %rfloat% Attach:logoCPSC581.png Your Sketchbook :)
\\
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(:title Your Sketchbook :)
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(:title Your Sketchbook %rfloat% Attach:logoCPSC581.png :)
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(:title %rfloat% Attach:logoCPSC581.png Your Sketchbook :)
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%rfloat% Attach:logoCPSC581.png
(:
title Your Sketchbook Attach:logoCPSC581.png :)
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(:title Your Sketchbook %rfloat% Attach:logoCPSC581.png :)
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(:title Your Sketchbook :)
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(:title Your Sketchbook Attach:logoCPSC581.png :)
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(:title Your Sketchbook :)
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This list paraphrases Bill Buxton’s properties of sketches in his book: '''Sketching the User Experience, Morgan Kaufmann, 2007'''.
to:
This list paraphrases Bill Buxton’s properties of sketches in his book: '''[[http://www.mkp.com/sketching |Sketching the User Experience]], Morgan Kaufmann, 2007'''.
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* Idea quantity, where you develop many ideas. For each project, we expect a minimum of 10 sketches illustrating 10 quite different ideas, and a minimum of 10 refinements / variations for a chosen idea.
* You regularly use the sketchbook to jot down, annotate, and develop ideas over time – at any point in time, we expect your sketches to reflect where you are in your project.
* As the course progresses, you are developing skills in sketching out these ideas.
* Your ideas are descriptive and informative, where you can explain the development of your ideas within particular sketches.
** You
credit other people's ideas that you are using;
to:
* '''Idea quantity''', where you develop many ideas. For each project, we expect a minimum of 10 sketches illustrating 10 quite different ideas, and a minimum of 10 refinements / variations for a chosen idea.
* '''Regular use''', where you habitually use the sketchbook to jot down, annotate, and develop ideas over time – at any instance, we expect your sketches to reflect where you are in your project;
* '''Thoughtfulness''', where you can explain the development of your ideas within particular sketches;
* '''Attribution''', where you
credit other people's ideas that you are using;
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* jot down and annotate your own initial ideas - and there is no such thing as a bad idea!
* explore and refine ideas in both in the large and in the small
* develop variations, alternatives and details
* refer back to your ideas and reflect on how your thought processes have changed over time
* jot down good ideas you see elsewhere e.g., in other systems, in your readings, and in your classmates' work.
* collect existing material (e.g., pictures from magazines, screen snapshots) and tape them into the sketchbook.
* develop your skills, your accuracy and your confidence in sketching out your ideas through regular use
to:
* '''jot down and annotate''' your own initial ideas - and there is no such thing as a bad idea!
* '''explore and refine''' ideas in both in the large and in the small
* '''develop variations''', alternatives and details
* '''refer back to your ideas''' and reflect on how your thought processes have changed over time
* '''record other good ideas''' you see elsewhere e.g., in other systems, in your readings, and in your classmates' work.
* '''collect existing material''' (e.g., pictures from magazines, screen snapshots) and tape them into the sketchbook.
* '''develop your skills''', your accuracy and your confidence in sketching out your ideas through regular use
Changed lines 59-70 from:
* Always carry your sketchbook with you everywhere (a 2nd small sketchbook is helpful). Jot down ideas as you think about them.
* With the sketchbook oriented the way you will use it (left-handers, simply rotate the sketchbook 180 degrees with front cover upside down), place an adhesive address label with your name / email lettered at the outside lower front of the cover. This is important as there may be many similar sketchbooks in class, and you can recover it if you leave it somewhere.
* Use pencil; you may even want to arrange it so you always have a pencil handy in the coil binder.
* Date the pages as you work, usually in the upper or lower outside corner.
* Start at the front of the sketchbook and work the pages sequentially, usually on one side only.
* As new material is presented in class, practice sketching and developing ideas that you find relevant.
* Use your sketchbook as frequently as possible. Try to work 15-20 minutes
a day in this book. Return to a page each day until it is full.
* Fill the pages with a series
of related drawings about a design idea, or with a single well-composed design idea.
* A series
of sketches related to the same interface problem might explore different aspects of the interface. These could include different interface representations, different interaction details, different screens, different levels of details, different contexts of use, and so on. Each page can become a series of studies that will help you develop and reflect on the many ideas you will have.
* Annotate drawings appropriately, including
information such as descriptions for ideas that you cannot draw out well; textual addendums; sources of your ideas (e.g., books, magazines, classmates) or any other relevant information. Use small, careful lettering for annotations
* Do not erase ideas because they are messy or because you no longer like them
. Remember that your sketchbook is here to help you record your developing ideas. It is only rarely a place to record final ideas.
* Use this sketchbook for interaction design only; do not
use it in other classes just because you do not have any paper.
to:
* '''Always carry your sketchbook''' with you everywhere (a 2nd small sketchbook is helpful). Jot down ideas as you think about them.
* '''Label it.''' With the sketchbook oriented the way you will use it (left-handers, simply rotate the sketchbook 180 degrees with front cover upside down), place an adhesive address label with your name / email lettered at the outside lower front of the cover. This is important as there may be many similar sketchbooks in class, and you can recover it if you leave it somewhere.
* '''Keep a pencil handy''' in the coil binder
* '''Date the pages''' as
you work, usually in the upper or lower outside corner.
* '''Sequentially work the pages''', front to back.
* '''Practice sketching''' by continually developing new ideas and by being inspired by outside material (e.g., your classes, readings, other people's software).
* '''Use it frequently''' Try to add to it at least several times a day or 15-20 minutes.
* '''Fill pages''' with a series of related drawings about a design idea, or with
a single well-composed design idea.
* '''Consider alternatives.''' A series of sketches related to the same interface problem might explore different aspects
of the interface. These could include different interface representations, different interaction details, different screens, different levels of details, different contexts of use, and so on. Each page can become a series of studies that will help you develop and reflect on the many ideas you will have.
* '''Annotate''' drawings appropriately
, including information such as descriptions for ideas that you cannot draw out well; textual addendums; sources of your ideas (e.g., books, magazines, classmates) or any other relevant information. Be legible.
* '''Do not erase'''
ideas because they are messy or because you no longer like them. Remember that your sketchbook is here to help you record your developing ideas. It is only rarely a place to record final ideas.
* '''The sketchbook is for design only
.''' Donot use it in other classes just because you do not have any paper.
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(:cellnr:) '''Practices'''
to:
(:cellnr:) '''Best Practices'''
May 24, 2007, at 04:48 PM by 24.64.76.194 -
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May 24, 2007, at 04:47 PM by 24.64.76.194 -
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* Use pencil; you may even want to arrange it so you always have a pencil handy in the coil binder.
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* Use this sketchbook for interaction design only; do not use it in other classes just because you do not have any paper.
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* To benefit most from this assignment, use your sketchbook as frequently as possible. Try to work 15-20 minutes a day in this book. Return to a page each day until it is full.
* Use pencil; you may even want to arrange it so you always have a pencil handy in the coil binder.
* Feel free to erase things as you are working on them, but do not erase ideas because they are messy or because you no longer like them. Remember that your sketchbook is here to help you record your developing ideas. It is only rarely a place to record final
ideas.
* Each page should be composed thoughtfully and should indicate intentional application of the lessons and processes addressed during classes and/or ideas related to your interface designs
. Fill the pages with a series of related drawings about a design idea, or with a single well-composed design idea.
to:
* Use your sketchbook as frequently as possible. Try to work 15-20 minutes a day in this book. Return to a page each day until it is full.
* Fill the pages with a series of related drawings about a design idea, or with a single well-composed design idea.
* A series of sketches related to the same interface problem might explore different aspects of the interface. These could include different interface representations, different interaction details, different screens, different levels of details, different contexts of use, and so on. Each page can become a series of studies that will help you develop and reflect on the many
ideas you will have.
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->'-'''''Hint. A series of sketches related to the same interface problem might explore different aspects of the interface. These could include different interface representations, different interaction details, different screens, different levels of details, different contexts of use, and so on. Each page can become a series of studies that will help you develop and reflect on the many ideas you will have.'''''-'
to:
* Do not erase ideas because they are messy or because you no longer like them. Remember that your sketchbook is here to help you record your developing ideas. It is only rarely a place to record final ideas.
* Use this sketchbook for interaction design only; do not use it in other classes just because you do not
have any paper.
May 24, 2007, at 04:42 PM by 24.64.76.194 -
Changed line 36 from:
The following list paraphrases Bill Buxton’s properties of sketches in his book: '''Sketching the User Experience, Morgan Kaufmann, 2007'''.
to:
This list paraphrases Bill Buxton’s properties of sketches in his book: '''Sketching the User Experience, Morgan Kaufmann, 2007'''.
May 24, 2007, at 04:42 PM by 24.64.76.194 -
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The following list paraphrases Bill Buxton’s (2007) properties of sketches.
to:
The following list paraphrases Bill Buxton’s properties of sketches in his book: '''Sketching the User Experience, Morgan Kaufmann, 2007'''.
May 24, 2007, at 04:41 PM by 24.64.76.194 -
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(:cellnr:) Uses
to:
(:cellnr:) '''What is a sketch?'''
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The following list paraphrases Bill Buxton’s (2007) properties of sketches.
* '''Quick ''' to make.
* '''Timely''' so they can be provided when needed
* '''Inexpensive''', where cost must not inhibit the ability to explore a concept.
* '''Disposable''' so you can afford to throw it away - the investment is in the concept, not the execution.
* '''Plentiful''', where its meaning is within the context of a collection or series
* '''Clear vocabulary''' where the rendering style signals that it is a sketch
* '''Distinct gestures''', where their fluidity gives them a sense of openness and freedom vs. engineering precision and tightness.
* '''Minimal details''', including only what is required to render the concept.
(:cellnr:) '''Uses'''
(:cell:)
May 24, 2007, at 03:34 PM by 24.64.76.194 -
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** You will develop skills in freehand sketching and annotation as a way to describe visual information (ideas and descriptive details) that inform projects you are developing.
** You will develop the sketchbook as a personal reference tracing your interaction design ideas over time, and for reflecting on the progress of these ideas.
** You will acquire the habit of using a sketchbook for freehand sketching and annotations of interface ideas (from casual and spontaneous ideas to studied interface design development) and for detailing where inspirations came from (other systems, students, magazines, etc.)
to:
* You will develop skills in freehand sketching and annotation as a way to describe visual information (ideas and descriptive details) that inform projects you are developing.
* You will develop the sketchbook as a personal reference tracing your interaction design ideas over time, and for reflecting on the progress of these ideas.
* You will acquire the habit of using a sketchbook for freehand sketching and annotations of interface ideas (from casual and spontaneous ideas to studied interface design development) and for detailing where inspirations came from (other systems, students, magazines, etc.)
Changed lines 20-23 from:
** Idea quantity, where you develop many ideas. For each project, we expect a minimum of 10 sketches illustrating 10 quite different ideas, and a minimum of 10 refinements / variations for a chosen idea.
** You regularly use the sketchbook to jot down, annotate, and develop ideas over time – at any point in time, we expect your sketches to reflect where you are in your project.
** As the course progresses, you are developing skills in sketching out these ideas.
** Your ideas are descriptive and informative, where you can explain the development of your ideas within particular sketches.
to:
* Idea quantity, where you develop many ideas. For each project, we expect a minimum of 10 sketches illustrating 10 quite different ideas, and a minimum of 10 refinements / variations for a chosen idea.
* You regularly use the sketchbook to jot down, annotate, and develop ideas over time – at any point in time, we expect your sketches to reflect where you are in your project.
* As the course progresses, you are developing skills in sketching out these ideas.
* Your ideas are descriptive and informative, where you can explain the development of your ideas within particular sketches.
Changed lines 28-57 from:
** as it is being used in class;
** periodically (by collecting and reviewing it after several weeks);
** in detail at the end of the term.

(:tableend:)

'''Format'''

Your sketchbook should be a 8 1/2 " x 11" or 9" x 12" coiled book containing (mostly) unlined paper. This size of your sketchbook is important: its pages should be large enough to accommodate idea development comfortably, while still being easy to carry with you at all times. A coiled book means that you can fold it over easily and you can hold it in your arms while sketching. A harder cover is preferred, as it tends to protect its contents. \\
\\

->'-'''''Hint. If you
are right-handed, the sketchbook is easiest to use the right way up, coil on the left. If you are left-handed, simply rotate the sketchbook 180 degrees: the front cover will be upside down and the coil will be more comfortably on the right side'''''-'

\\
\\
'''Strategies'''

* Always bring your sketchbook with you to the class! Use it for jotting down ideas that develop during class, and for working out the new processes taught during the course of the semester
.
* With the sketchbook oriented the way you will use it, place an adhesive address label with your name and email neatly lettered at the outside lower front of the cover. This is important as there may be many similar sketchbooks in class.
* Use discreet, careful lettering
to date the pages as you work, usually in the upper or lower outside corner.
* Start at the front of the sketchbook and work the pages sequentially, usually on one side only.
* Use this sketchbook for interaction design only; do not use it in other classes just because you do not have any paper.
* As new material is presented in class, practice relevant ideas in your sketchbook, and then continue working with those consistently in both your sketchbook and in assignments.
* To benefit most from this assignment, use
your sketchbook as frequently as possible. Try to work 15-20 minutes a day in this book. Return to a page each day until it is full.
* Use pencil; you may even want to arrange
it so you always have a pencil handy in the coil binder.
* Feel free to erase things as you are working on them, but do not erase ideas because they are messy or because you no longer like them. Remember that your sketchbook is here to help you record your developing ideas. It is only rarely a place to record final ideas.
* Each page should be composed thoughtfully
and should indicate intentional application of the lessons and processes addressed during classes and/or ideas related to your interface designs. Fill the pages with a series of related drawings about a design idea, or with a single well-composed design idea.
* Discreetly annotate drawings appropriately, including information such as descriptions for ideas that you cannot draw out well; textual addendums; sources of your ideas (e.g., books, magazines, classmates) or any other relevant information. Use small, careful lettering for annotations
to:
* as it is being used in class;
* periodically (by collecting and reviewing it after several weeks);
* in detail at the end of the term.
(:cellnr:) '''Format'''
(:cell:)
Your sketchbook should be a 8 1/2 " x 11" or 9" x 12" coiled book containing (mostly) unlined paper. This size of your sketchbook is important: its pages should be large enough to accommodate idea development comfortably, while still being easy to carry with you at all times. A coiled book means that you can fold it over easily and you can hold it in your arms while sketching. A harder cover is preferred, as it tends to protect its contents.
(:cellnr:) Uses
(:cell:)
Sketchbooks
are useful in many ways. It is a place where you should:
* jot down and annotate your own initial ideas - and there is no such thing as a bad idea!
* explore
and refine ideas in both in the large and in the small
* develop variations, alternatives and details
* refer back to your ideas and reflect on how your thought processes have changed over time
* jot down good ideas you see elsewhere e
.g., in other systems, in your readings, and in your classmates' work.
* collect existing material (e.g., pictures from magazines, screen snapshots) and tape them into the sketchbook.
* develop your skills, your accuracy and your confidence in sketching out your ideas through regular use
Sketches do not have
to be pretty, beautiful, or even immediately understandable by others. However, you should be able to explain your sketches and ideas when anyone asks about them.
(:cellnr:) '''Practices'''
(:cell:)
Try to develop the following ‘best practices’ into your everyday routine.
* Always carry your sketchbook with you everywhere (a 2nd small sketchbook is helpful). Jot down ideas as you think about them.
* With the sketchbook oriented the way you will use it (left-handers, simply rotate the sketchbook 180 degrees with front cover upside down), place an adhesive address label with
your name / email lettered at the outside lower front of the cover. This is important as there may be many similar sketchbooks in class, and you can recover it if you leave it somewhere.
* Date the pages as you work, usually in the upper or lower outside corner.
* Start at the front of the sketchbook and work the pages sequentially, usually on one side only.
* Use this sketchbook for interaction design only; do not use it in other classes just because you do not have any paper.
* As new material is presented in class, practice sketching
and developing ideas that you find relevant.
* To benefit most from this assignment, use your sketchbook as frequently as possible. Try to work 15-20 minutes a day in this book. Return to a page each day until it is full
.
* Use pencil; you may even want to arrange it so
you always have a pencil handy in the coil binder.
* Feel free to erase things as you are working on them
, but do not erase ideas because they are messy or because you no longer like them. Remember that your sketchbook is here to help you record your developing ideas. It is only rarely a place to record final ideas.
* Each page should be composed thoughtfully and should indicate intentional application of the lessons and processes addressed during classes and/or ideas related to your interface designs. Fill the pages with a series of related drawings about a design idea, or with a single well-composed design idea.
* Annotate drawings appropriately, including information such as descriptions for ideas that you cannot draw out well; textual addendums; sources of your ideas (e.g., books, magazines, classmates) or any other relevant information. Use small, careful lettering for annotations
Changed lines 60-62 from:
'''Remember'''
to:
(:cellnr:) '''Remember'''
(:cell:)
Changed lines 65-66 from:
to:
(:tableend :)
May 24, 2007, at 03:24 PM by 24.64.76.194 -
Changed line 36 from:
Your sketchbook should be a 8 1/2 " x 11" or 9" x 12" coiled book containing (mostly) unlined paper. This size of your sketchbook is important: its pages should be large enough to accommodate idea development comfortably, while still being easy to carry with you at all times. A coiled book means that you can fold it over easily and you can hold it in your arms while sketching. A harder cover is preferred, as it tends to protect its contents.\\
to:
Your sketchbook should be a 8 1/2 " x 11" or 9" x 12" coiled book containing (mostly) unlined paper. This size of your sketchbook is important: its pages should be large enough to accommodate idea development comfortably, while still being easy to carry with you at all times. A coiled book means that you can fold it over easily and you can hold it in your arms while sketching. A harder cover is preferred, as it tends to protect its contents. \\
May 24, 2007, at 03:23 PM by 24.64.76.194 -
Changed lines 10-21 from:
Real progress in developing yourself as an interaction designer will depend on you frequently and habitually sketching out your ideas and their variations, reflecting on your ideas, and then developing those that seem promising. Use your sketchbook to help you develop this habit.\\
\\
Sketchbooks are useful in many ways. It is a place where
you can:
** jot down and annotate your own initial ideas - and there is no such thing as a bad idea!
** explore and refine ideas in both in the large and in the small
** develop variations, alternatives and details
** refer back to your ideas and reflect on how your thought processes have changed over time.
** jot down good ideas you see elsewhere e.g., in other systems, in your readings, and in your classmates' work.
** collect existing material (e.g., pictures from magazines, screen snapshots) and tape them into the sketchbook.
** develop your skills, your accuracy and your confidence in sketching out your ideas through regular use
\\
Sketches do not have to be pretty, beautiful, or even immediately understandable by others. However, you should be able to explain your sketches and ideas when anyone asks about them.
to:
Real progress in developing yourself as an interaction designer will depend on you frequently and habitually sketching out your ideas and their variations, recording other people’s ideas you may see, reflecting and choosing between these ideas, and then further developing those ideas that seem promising. The sketchbook records all these, and carrying it with you at all times will help you incorporate sketching and reflection into your daily routines.
Changed lines 13-15 from:
The sketchbook will help you learn the following.
** You will develop skills in freehand sketching and annotation as a way to describe visual information (ideas and descriptive details) related to the course materials you are learning.
**
You will develop the sketchbook as a personal reference tracing your interaction design ideas and for reflecting on the progress of these ideas.
to:
The sketchbook will help you learn the following.
** You will develop skills in freehand sketching and annotation as a way to describe visual information (ideas and descriptive details) that inform projects you are developing.
**
You will develop the sketchbook as a personal reference tracing your interaction design ideas over time, and for reflecting on the progress of these ideas.
Changed lines 19-26 from:
In grading your sketchbook, I and the teaching assistant will be looking for evidence that:
** you develop many ideas, both in the large (i.e., new concepts) and in the small (refining and varying ideas);
** quantity is important - we expect a minimum of 10 sketches illustrating 10 quite different ideas for each domain, and a minimum of 10 refinements / variations for a chosen idea;
** you regularly use the sketchbook
to jot down, annotate, and develop ideas over time;
** as the course
progresses, you are developing skills in sketching out these ideas;
** your ideas are descriptive and informative;
**
you credit other people's ideas that you are using;
** you can explain the development of your ideas and sketches.
to:
I and the teaching assistant will be looking for the following evidence.
** Idea quantity, where you develop many ideas. For each project, we expect a minimum of 10 sketches illustrating 10 quite different ideas, and a minimum of 10 refinements / variations for a chosen idea.
** You regularly use the sketchbook to jot down, annotate, and develop ideas over time – at any point in time, we expect your sketches
to reflect where you are in your project.
** As the course
progresses, you are developing skills in sketching out these ideas.
** Your ideas are descriptive and informative, where you can explain the development of your ideas within particular sketches.
** You credit other people's ideas that you are using;
May 21, 2007, at 03:32 PM by 24.64.76.194 -
Changed line 15 from:
** to develop variations, alternatives and details
to:
** develop variations, alternatives and details
Changed lines 25-26 from:
** You will develop your skills in freehand sketching and annotation as a way to describe visual information (ideas and descriptive details) related to the the course materials you are learning.
** You will develop the sketchbook as a personal reference of tracing your interaction design ideas and for reflecting on the progress of these ideas.
to:
** You will develop skills in freehand sketching and annotation as a way to describe visual information (ideas and descriptive details) related to the course materials you are learning.
** You will develop the sketchbook as a personal reference tracing your interaction design ideas and for reflecting on the progress of these ideas.
Changed lines 31-36 from:
** you develop many ideas, both in the large (i.e., new concepts) and in the small (refining and varying ideas) - quantity is important!
** you regularly use the sketchbook to jot down, annotate, and develop
ideas over time;
** as the course progresses, you are developing skills in sketching out these ideas
;
** your ideas are descriptive and informative;
** you credit other people's
ideas that you are using;
** you can can explain the development of your
ideas and sketches.
to:
** you develop many ideas, both in the large (i.e., new concepts) and in the small (refining and varying ideas);
**
quantity is important - we expect a minimum of 10 sketches illustrating 10 quite different ideas for each domain, and a minimum of 10 refinements / variations for a chosen idea;
** you regularly use the sketchbook to jot down, annotate, and develop ideas over time;
** as the course progresses, you are developing skills in sketching out these ideas;
** your ideas are descriptive and informative;
** you credit other people's ideas that you are using;
** you can explain the development of your
ideas and sketches.
February 06, 2007, at 11:20 AM by 136.159.7.242 -
Changed line 82 from:
* artist's sketch page by Emily R. Feingold [source].
to:
* artist's sketch page by Emily R. Feingold [[http://www.math.binghamton.edu/alex/Art_Sketches.html|source]].
February 06, 2007, at 11:00 AM by 136.159.7.242 -
Changed line 86 from:
('''Credits'''. This page is based on Sketchbook Ideas by Colleen Campbell, a designer and artist who teaches at Mont Royal College.)
to:
('''Credits'''. This page is based on Sketchbook Ideas by Colleen Campbell, a designer and artist who teaches at Mount Royal College.)
February 06, 2007, at 11:00 AM by 136.159.7.242 -
Added lines 71-86:

'''Remember'''

* Keep your sketchbook handy and use it!
* As you learn things in class, apply them to develop ideas in your sketchbook.
* Refer back to you sketches. Reflect on your ideas, and add to them.

'''Examples - see web site'''

* portion of a page from my sketchbook. Note that I am not very artistic, and that I use both sketches and annotations to explore my ideas. You will also see that I have credited the source of my idea in the upper left.
* buddy bugs - sketches and final prototype, by former 581 student Susannah McPhail
* artist's sketch page by Emily R. Feingold [source].
* variations in nose shapes as explored by one artist in the inset figure [source].
* variations in a new wristwatch developed by student Industrial designer Samnang Eav [source]

('''Credits'''. This page is based on Sketchbook Ideas by Colleen Campbell, a designer and artist who teaches at Mont Royal College.)
February 06, 2007, at 10:54 AM by 136.159.7.242 -
Changed lines 2-3 from:
'-'''''Hint. Keep a printout of this page with your sketchbook and refer to it periodically!'''''-'
to:
->'-'''''Hint. Keep a printout of this page with your sketchbook and refer to it periodically!'''''-'
Changed lines 50-52 from:
'-'''''Hint. If you are right-handed, the sketchbook is easiest to use the right way up, coil on the left. If you are left-handed, simply rotate the sketchbook 180 degrees: the front cover will be upside down and the coil will be more comfortably on the right side'''''-'
to:
->'-'''''Hint. If you are right-handed, the sketchbook is easiest to use the right way up, coil on the left. If you are left-handed, simply rotate the sketchbook 180 degrees: the front cover will be upside down and the coil will be more comfortably on the right side'''''-'
Changed lines 67-70 from:
* Discreetly annotate drawings appropriately, including information such as descriptions for ideas that you cannot draw out well; textual addendums; sources of your ideas (e.g., books, magazines, classmates) or any other relevant information. Use small, careful lettering for annotations
to:
* Discreetly annotate drawings appropriately, including information such as descriptions for ideas that you cannot draw out well; textual addendums; sources of your ideas (e.g., books, magazines, classmates) or any other relevant information. Use small, careful lettering for annotations


->'-'''''Hint. A series of sketches related to the same interface problem might explore different aspects of the interface. These could include different interface representations, different interaction details, different screens, different levels of details, different contexts of use, and so on. Each page can become a series of studies that will help you develop and reflect on the many ideas you will have.'''''-'
February 06, 2007, at 10:53 AM by 136.159.7.242 -
Changed lines 48-63 from:
'-'''''Hint. If you are right-handed, the sketchbook is easiest to use the right way up, coil on the left. If you are left-handed, simply rotate the sketchbook 180 degrees: the front cover will be upside down and the coil will be more comfortably on the right side'''''-'
to:
'-'''''Hint. If you are right-handed, the sketchbook is easiest to use the right way up, coil on the left. If you are left-handed, simply rotate the sketchbook 180 degrees: the front cover will be upside down and the coil will be more comfortably on the right side'''''-'
\\
\\
'''Strategies'''

* Always bring your sketchbook with you to the class! Use it for jotting down ideas that develop during class, and for working out the new processes taught during the course of the semester.
* With the sketchbook oriented the way you will use it, place an adhesive address label with your name and email neatly lettered at the outside lower front of the cover. This is important as there may be many similar sketchbooks in class.
* Use discreet, careful lettering to date the pages as you work, usually in the upper or lower outside corner.
* Start at the front of the sketchbook and work the pages sequentially, usually on one side only.
* Use this sketchbook for interaction design only; do not use it in other classes just because you do not have any paper.
* As new material is presented in class, practice relevant ideas in your sketchbook, and then continue working with those consistently in both your sketchbook and in assignments.
* To benefit most from this assignment, use your sketchbook as frequently as possible. Try to work 15-20 minutes a day in this book. Return to a page each day until it is full.
* Use pencil; you may even want to arrange it so you always have a pencil handy in the coil binder.
* Feel free to erase things as you are working on them, but do not erase ideas because they are messy or because you no longer like them. Remember that your sketchbook is here to help you record your developing ideas. It is only rarely a place to record final ideas.
* Each page should be composed thoughtfully and should indicate intentional application of the lessons and processes addressed during classes and/or ideas related to your interface designs. Fill the pages with a series of related drawings about a design idea, or with a single well-composed design idea.
* Discreetly annotate drawings appropriately, including information such as descriptions for ideas that you cannot draw out well; textual addendums; sources of your ideas (e.g., books, magazines, classmates) or any other relevant information. Use small, careful lettering for annotations
February 06, 2007, at 10:52 AM by 136.159.7.242 -
Added line 1:
\\
Changed line 46 from:
Your sketchbook should be a 8 1/2 " x 11" or 9" x 12" coiled book containing (mostly) unlined paper. This size of your sketchbook is important: its pages should be large enough to accommodate idea development comfortably, while still being easy to carry with you at all times. A coiled book means that you can fold it over easily and you can hold it in your arms while sketching. A harder cover is preferred, as it tends to protect its contents.
to:
Your sketchbook should be a 8 1/2 " x 11" or 9" x 12" coiled book containing (mostly) unlined paper. This size of your sketchbook is important: its pages should be large enough to accommodate idea development comfortably, while still being easy to carry with you at all times. A coiled book means that you can fold it over easily and you can hold it in your arms while sketching. A harder cover is preferred, as it tends to protect its contents.\\
February 06, 2007, at 10:51 AM by 136.159.7.242 -
Added lines 41-42:
(:tableend:)
February 06, 2007, at 10:50 AM by 136.159.7.242 -
Changed lines 39-45 from:
** in detail at the end of the term.
to:
** in detail at the end of the term.

'''Format'''

Your sketchbook should be a 8 1/2 " x 11" or 9" x 12" coiled book containing (mostly) unlined paper. This size of your sketchbook is important: its pages should be large enough to accommodate idea development comfortably, while still being easy to carry with you at all times. A coiled book means that you can fold it over easily and you can hold it in your arms while sketching. A harder cover is preferred, as it tends to protect its contents.
\\
'-'''''Hint. If you are right-handed, the sketchbook is easiest to use the right way up, coil on the left. If you are left-handed, simply rotate the sketchbook 180 degrees: the front cover will be upside down and the coil will be more comfortably on the right side'''''-'
February 06, 2007, at 10:48 AM by 136.159.7.242 -
Changed lines 1-2 from:
'''''Hint. Keep a printout of this page with your sketchbook and refer to it periodically!'''''
to:
'-'''''Hint. Keep a printout of this page with your sketchbook and refer to it periodically!'''''-'
February 06, 2007, at 10:48 AM by 136.159.7.242 -
Changed lines 1-2 from:
''''-''Hint. Keep a printout of this page with your sketchbook and refer to it periodically!''-''''
to:
'''''Hint. Keep a printout of this page with your sketchbook and refer to it periodically!'''''
February 06, 2007, at 10:47 AM by 136.159.7.242 -
Changed lines 1-2 from:
'-''Hint. Keep a printout of this page with your sketchbook and refer to it periodically!''-'
to:
''''-''Hint. Keep a printout of this page with your sketchbook and refer to it periodically!''-''''
February 06, 2007, at 10:46 AM by 136.159.7.242 -
Added lines 1-39:
'-''Hint. Keep a printout of this page with your sketchbook and refer to it periodically!''-'

(:table border=1 cellspacing=0 :)

(:cellnr:) '''Why a sketchbook?'''
(:cell:)
Real progress in developing yourself as an interaction designer will depend on you frequently and habitually sketching out your ideas and their variations, reflecting on your ideas, and then developing those that seem promising. Use your sketchbook to help you develop this habit.\\
\\
Sketchbooks are useful in many ways. It is a place where you can:
** jot down and annotate your own initial ideas - and there is no such thing as a bad idea!
** explore and refine ideas in both in the large and in the small
** to develop variations, alternatives and details
** refer back to your ideas and reflect on how your thought processes have changed over time.
** jot down good ideas you see elsewhere e.g., in other systems, in your readings, and in your classmates' work.
** collect existing material (e.g., pictures from magazines, screen snapshots) and tape them into the sketchbook.
** develop your skills, your accuracy and your confidence in sketching out your ideas through regular use
\\
Sketches do not have to be pretty, beautiful, or even immediately understandable by others. However, you should be able to explain your sketches and ideas when anyone asks about them.
(:cellnr:) '''Learning objectives'''
(:cell:)
The sketchbook will help you learn the following.
** You will develop your skills in freehand sketching and annotation as a way to describe visual information (ideas and descriptive details) related to the the course materials you are learning.
** You will develop the sketchbook as a personal reference of tracing your interaction design ideas and for reflecting on the progress of these ideas.
** You will acquire the habit of using a sketchbook for freehand sketching and annotations of interface ideas (from casual and spontaneous ideas to studied interface design development) and for detailing where inspirations came from (other systems, students, magazines, etc.)
(:cellnr:) '''Sketchbook grading'''
(:cell:)
In grading your sketchbook, I and the teaching assistant will be looking for evidence that:
** you develop many ideas, both in the large (i.e., new concepts) and in the small (refining and varying ideas) - quantity is important!
** you regularly use the sketchbook to jot down, annotate, and develop ideas over time;
** as the course progresses, you are developing skills in sketching out these ideas;
** your ideas are descriptive and informative;
** you credit other people's ideas that you are using;
** you can can explain the development of your ideas and sketches.
(:cellnr:) '''Due dates'''
(:cell:)
I and the teaching assistant will be looking at your sketchbook
** as it is being used in class;
** periodically (by collecting and reviewing it after several weeks);
** in detail at the end of the term.