Category Archive: Information Architecture

Experience Design User

April 1st, 2009

A week ago, Jesse James Garret veritably bellowed the words “user experience designer” in his plenary address at this year’s IA Summit in Memphis, attempting to create some common ground between the information architects and interaction designers in the room and across the industry. In a strong and deeply-felt speech, he admonished the community (-ies?) for their factionalism, but in doing so may have helped stoke some controversy around the very term — user experience — he thought would help bring unity and focus.

I, for one, have called what I do “user experience design” for a decade. In 1999, working at Rare Medium before starting up Behavior, all of the visual designers, information architects, and HTML and Flash technologists were grouped in the UXD department, thanks, I suspect, to the vision of our creative director Gong Szeto. In 2003, I went to speak at my first IA Summit, serving on a panel entitled “User Experience and IA“, with no less than Peter Morville, Terry Swack, Jess McMullin, and moderated by… Jesse James Garret. The panel generated a lot of discussion, mostly about the meaning of “user experience” itself.

After this year’s summit, this conversation has sparked up yet again, most notably on the IxDA mailing list. I shared my own thoughts on Jesse’s argument there, and reproduce them here:

I found nothing whatsoever to disagree with in Jesse’s plenary. In fact, it all seemed obvious and non-controversial. Of course, it was neither. :-(

I hope that folks don’t see Jesse’s declaration as being synonymous with some kind of death of IA or IxD or whatever. He’s not asking anyone to change what they do, but merely to recognize that we are all involved in a broad but very special community of practice. “UX” describes it in a way that includes lots of people who should be working together more closely than it seems we are.

From day one at Behavior we’ve used the term “user experience” to describe everything we do — including visual design, sound design, and copywriting, for example. It’s enabled everyone on the team to feel like we share the responsibility for an important result: a compelling user experience.

On the other hand, we rarely actually use the word. It’s our ambient expertise, it’s the air we breathe. So ubiquitous and appropriate for describing the things it is that it’s almost not worth mentioning except when trying to distinguish it from something it is not.

Which is, of course, why humans have terminologies in the first place. We like the term UX because it doesn’t draw a line between IA and IxD and visual design and writing, but it does draw a line between all of those things and, say, database design, marketing, fashion design, and basket-weaving. Which we often have to do when, for example, we are pitching our services to clients who need to understand how we fit in to their needs.

It’s useful when discussing the strategies behind businesses making products, for whom executives need to distribute dollars between different areas — having a UX budget that’s distinct from a tech or marketing budget helps strategize how a product can succeed or fail.

And as said already, it’s useful when creating communities of practice: A UX conference, or a UX track at a conference, is a sensible way of organizing speakers and panels. Narrowing it down to IA or IxD (or writing or sound or video) might make sense if there are enough sessions narrowly focused on those areas, but I’ve found that most practitioners find it difficult to talk about any of these without talking about the others. It happens, and it’s a good thing that it happens, but it’s also a good thing that we blur the lines and wander across the borders.

In short: No need to throw down any walls here. Just open some gates.

Then, over this past weekend, I noticed David Gray from Xplane tossed his hat into the fray, this time on Twitter. An interesting Twitter-debate ensued (”askrom” is me):

davegray: #ux = hUman eXperience

billder: RT @davegray: #ux = hUman eXperience

askrom: @billder @davegray If we don’t say “user” then we’re not talking about interactivity. hUman eXperience would then include books, movies …

askrom: … It defeats the purpose of carving out an area of practice when it’s defined to include everything under the sun.

ggertz: @askrom @billder @davegray I define UX as an aesthetic not just an area of practice.So in tht sense it does involve everything under the sun

davegray: @askrom people don’t interact with books?

ggertz: @davegray <<

apolaine: @davegray People don’t interact with books in the sense of interactive media, no. They interact on a psychological level of course, but …

askrom: @davegray Sure. And people also interact with movies and sculptures. And to the extent that they do, we can certainly call them “users”.

askrom: @davegray I firmly beleive that interaction design has been with us for millenia, but it’s the concept/focus on “use” that’s especially new.

askrom: @davegray Only someone living in an era of pervasive machines — and their users — would consider a book something that can be “used”.

davegray: @askrom isn’t that the nature of design? Don’t all designers design interactions and human experiences? Why not just say “designer?”

askrom: @davegray I would agree, but realistically “design” includes perfectly valid but passive forms like wallpaper patterns and curtain fringes.

askrom: @davegray … and yet, at some level, even wallpaper has an experiential impact, too. Hmmmm…

mediajunkie: sorry, guys, but “human” is not any sexier (or, ironically, more humane) than “user.” human is a sci-fi nerd word in most ears

askrom: @mediajunkie Right. And some of the best UX designers (Temple Grandin) don’t design for humans at all!

davegray: @askrom Utility, like beauty, is in the eye of the beholder. defined by the context not the designer. I am losing your point.

askrom: @davegray Heh, I lost my point, too. I’m articulating both sides now. My core point, still, is that thinking about “users” has unleashed a..

askrom: @davegray … new way of designing things and a new way of thinking about design. Real utility is, indeed, a new kind of beauty.

davegray: @askrom if #ux designers only design things that can be used in a mechanistic sense, that seems needlessly limiting

askrom: @davegray Hmm. Can you clarify a “use” that is not mechanistic? Trying to wrap my head around that one.

davegray: @askrom nice. “utility has unleashed a new kind of beauty” I like that thought. I feel that way about clarity.

akacolleen: @davegray “I feel that way about clarity.” Now, I like *that* thought. #editorsforclarity

cchastain: @davegray @askrom How about: an exp that has a “user” must also have a function that requires interaction?

cchastain: Use, therefore, is not limited to pure utility….and it could include museum spaces, conferences, and, yes books.

askrom: @cchastain “requires” or merely “invites” interaction?

cchastain: @askrom Ah…invites, I think. That sounds much better. :-)

davegray: @askrom LOL just reading thru some of these tweets. I like the sound of “Wallpaper Experience Designer” :)

zakiwarfel: @askrom but do we really need to worry about being confused with someone who designs wallpapers? Really?

The conversation continued later in the day and into the night, and was similarly transcribed by Steve “Doc” Baty. Continue the thread there

Web 2.0 Incomplete

March 25th, 2009

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Two weeks ago, BusinessWeek’s next Design and Innovation blog asked for my thoughts on this month’s Facebook home page redesign, as a kind of follow-up to my thoughts in those same virtual pages a year ago.

I was asked to opine on the new design without having viewed the actual live site, which was launching the following week. This seemed reasonable to me at the time given that the site’s new features were announced, illustrated, and widely-known ahead of time (via a very comprehensive home page preview announcement) to anyone who was paying attention to that kind of thing.

I was really excited about the real-time feed user experience described in the home page preview. My exact words:

The new FB real-time home page is pretty cool, actually… it’s crossing the line between the old-fashioned page-based web and the live experience of television and broadcast media. In this case, it’s broadcasting from friends to friends — which it always was, of course, but now it’s more visceral and more real. I think people will love it. They’ll be glued to their screens, and will want to add more friends and applications just to increase the flow of content on their home page.

This is “Web 2.0 Complete”: When web people use the term “Web 2.0″, they mean two different things. First, they mean the social web, where *people* make (and are) the content. Second, they mean the pageless web, where web sites react dynamically and fluidly, without page reloads and refreshes. The new Facebook design combines both of these.

I thought it was kind of clever, if a little corny, of me to note that the new Facebook home page was simply conforming to some kind of basic “Web 2.0″ bandwagon orthodoxy, bringing the two flavors of Web 2.0 niftyness into one delicious treat.

But a week later when the new home page actually began to roll out and replace millions of Facebook users’ old home pages, the backlash was immediate and seething and nearly unanimous (a Facebook poll found 94% of users didn’t like the new design). Oh man was I embarrassed! To have praised a user experience so breathlessly only to have my opinion immediately contradicted by the public’s rabid scorn!

Turns out, however, that users were complaining about the new page’s lack of real-time status updates from your friends. And yet Facebook had already clearly and prominently promised that feature as part of the redesign. In fact, I based the core of my analysis of the new site on that very feature, which they had already promised to deliver. They deployed the new design with much fanfare but without real time status updates.

Betrayed! Betrayed by a press release! There I am, praising a non-existent feature. Like an idiot.

Well, happily my premature praise no longer needs to cause me so much shame: Today Facebook has announced that the real-time reporting is going to occur after all. So the BusinessWeek report won’t be such an embarrassment to me after all.

Of course, this is the second time Facebook has announced this feature before delivering anything. Fool me once…

Are We Designing Interactions or Designing Software?

February 11th, 2009

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One of the problems faced by designers trying to integrate their work with most software development processes, even (or possibly especially) with Agile development, is that the literature makes no distinction between software development and software design, or at least no distinction that makes any sense to dedicated user experience designers.

The common complaint among interaction designers working with Agile is that, with some important exceptions, the design of the “user interface” is seen as a cosmetic final stage in the overall software development process. The fundamental designing of the software itself, however — the interactions, the mental models, the metaphors and behaviors — is built-in to the overall Agile process, woven in with with and indistinguishable from the software architecture and code development.

In Mitch Kapor’s Software Design Manifesto, originally delivered in 1990 and included in Terry Winograd’s Bringing Design to Software (1996), it’s clear that this ambiguity has deep roots:

Software design is not the same as user interface design.

The overall design of a program is to be clearly distinguished from the design of its user interface. If a user interface is designed after the fact, that is like designing an automobile’s dashboard after the engine, chassis, and all other components and functions are specified. The separation of the user interface from the overall design process fundamentally disenfranchises designers at the expense of programmers and relegates them to the status of second-class citizens.

The software designer is concerned primarily with the overall conception of the product. Dan Bricklin’s invention of the electronic spreadsheet is one of the crowning achievements of software design. It is the metaphor of the spreadsheet itself, its tableau of rows and columns with their precisely interrelated labels, numbers, and formulas—rather than the user interface of VisiCalc—for which he will be remembered. The look and feel of a product is but one part of its design.

On my first read, the whole terminology of this felt alien to me. Is the paper spreadsheet metaphor not the “user interface design”? It seems “look and feel” is being equated with “user interface” here, but I think he’s implying that what I consider the user interface is, in fact, the software itself. I suppose this is a more glorified definition of the word “software” than what I am accustomed to, one in which the software design included the mental model of the user’s approach to the software.

On my second read, though, it became clear that Kapor is in fact laying the early groundwork for what we now call interaction design. He still sees it as closely bound with programming, although he is clear that it’s not the same thing. He is also working in a climate where user experiences are far simpler than they are now — graphic capabilities were primitive, network interactions were almost non-existent, and interfraces had few modes, even few features. Today, with the high level of complexity of both computer code and user interfaces, it’s easier to consider the two challenges (user experience and code) separately — or even better giving primacy to the user interface — the part that people actually see and use.

Design and Technology

It’s obviously important that interaction designers are well-versed in what the technologies they are designing for can actually do. I wonder, however, what interaction designers today would think of the degree of technical expertise Kapor requires of designers:

Technology courses for the student designer should deal with the principles and methods of computer program construction. Topics would include computer systems architecture, microprocessor architectures, operating systems, network communications, data structures and algorithms, databases, distributed computing, programming environments, and object-oriented development methodologies.

Designers must have a solid working knowledge of at least one modern programming language (C or Pascal) in addition to exposure to a wide variety of languages and tools, including Forth and Lisp.

In preparing the syllabus for my upcoming course this fall at SVA, I am quite certain that I don’t share Kapor’s technical requirements for a software design education, neither specifically (Forth?) or generally. Instead, I think a firm grounding in a broad range of designed experiences far outweighs any need for hands-on experience in the deepest challenges of technology implementation.

Yes, some designers will delve deep into technology, being hands-on coders and fabricators of interactive artifacts. In fact, some great interaction designers already spend most of their days thinking of themselves primarily as technologists. Others, however, will focus on the design parts of interaction design. These people will most often work closely with other individuals and teams to implement their designs.

In short, great design will come from great designers, and great technologists will make those designs happen. Sometimes these skills will be found the same person, but increasingly not. An interaction design education should support both models, of course.

Interfaces and Software

Despite my difference with Kapor’s admonition, I still think that in a way we are coming full circle. The recently-articulated idea that the “interface is the spec“, or even “the interface is the product“, isn’t so different from Kapor’s thinking. The metaphors, mental models, and processes that users experience using the software are, in both cases, the most definitive and salient qualities of the “design” of the software (not, as many software development processes presume, the architecture of the code or the technical features that happen under the hood).
The important thing that Kapor left out, however, is that the “user interface” — the stuff that comes between human beings and cold hard technology –  should be thought of as including graphic design as well as the underlying conceptual models of the interactive experience he rightly praises. In fact, the “user interface” concept should also include the software’s motion graphics, its sound and music, the copywriting, voice and personality, the community that builds around the product, and so many other qualities of software design that, frankly, had not really come to maturity yet in 1990.

We are only recently starting to appreciate the idea that interaction design is really about the intersection of the behaviors of systems and people (a favorite word of mine for obvious reasons). The explosion of new and innovative software experiences brought on since 1990 by the World Wide Web and console video games, I think, has fundamentally changed our understanding of what software can be.

Logic and Emotion

February 4th, 2009

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Design is often characterized as a collaboration between two entirely different modes of thought — logical thinking and emotional thinking. In the various fields of design for interactive products, I think these different modes may be starting to manifest in the job titles we give ourselves.

Catriona Cornett publishes a fun and insightful, and cleverly conceived, blog called inspireUX, in which she regularly publishes short and thoughtful quotes from UX people, some famous, some not so much, but always interesting and inspiring. Quite often her quotation selections address these different philosophies directly.

Today’s item got me thinking:

“Enough confidence to believe you can solve any design problem and enough humility to understand that most of your initial ideas are probably bad. Enough humility to listen to ideas from other people that may be better than your own and enough confidence to understand that going with other people’s ideas does not diminish your value as a designer. True concern for the comfort and happiness of other people, including your users and your teammates.”

- Larry Tesler in Designing for Interaction by Dan Saffer on what makes a good interaction designer

The last sentence is key. I suspect sometimes that a key difference between the temperament of people who self-identify as “information architects” versus “interaction designers” is increasingly turning out to be empathy. All UX people claim to possess this quality, and Larry Tesler isn’t the first to point out its necessity as a design skill. But is it really a quality found in equal amounts across all IA/HCI/UXD professionals?

I’ve noted before that many, if not most, of the practicing IAs I’ve known seem, at least to me, to have major difficulties with the whole empathy thing, preferring instead to “geek out” on the design itself. They like to dive deep into structure and logic and organization, often at the expense of stepping back and imagining how others will experience a product. And for many IAs the ability to do that kind of deep structural dive and understand the full implications of information and process design options is precisely what makes them really great at what they do — designing seamless, efficient, logical, powerful interactive systems. I mean that.

The plethora of UX tools and exercises, from personas to mental models to contextual inquiry, designed to enable IAs to break out of that logical focus and to get “into the heads” of their users bespeaks, I sometimes think, the degree to which that audience needs those tools. Not that all designers can’t benefit from a deeper understanding of their users and audiences, but somehow the degree to which the IA and HCI communities seem to crave these tools, to a degree that many other design professionals don’t come close to, may be telling.

Self-identified interaction designers, however, seem to — almost by definition — center their thinking around users. Even the job titles suggest a different focus, on things versus people: Information architects architect information. Interaction designers design interactions. Some designers seem to naturally conduct many of the aforementioned empathy exercises almost subconsciously, I’ve seen, and are able to articulate their imagining of user experiences in a way that is often the instantaneous equivalent of a time-consuming mental model or persona exercise. It’s an emotional skill, I think.

Of course I am going to say this: Both modes of operation, logic and emotional design, are valuable, and in fact they compliment complement each other. And often both modes of thinking are found in the same person (which might explain why so very, very many of us are deeply torn between calling ourselves information architects versus interaction designers).

Of course, I could be 100% backwards here, or just plain 100% wrong. What do you think?

(Post title, of course, stolen from David Armano)

Mastering Interaction Design: Deadline January 15th!

January 14th, 2009

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As you might already know, The School of Visual Arts, one of New York’s leading art and design institutions, is gearing up for a brand new MFA in Interaction Design program beginning this September. SVA has for many years been highly regarded, especially for its vibrant and cutting edge MFA programs (for example in Design and Computer Art) so it’s not surprising that they’d be leading the way in the creation of this highly-relevant and much-needed program.

I’m honored to be part of the inaugural faculty for the program, charged with teaching the first-year “Fundamentals of Interaction Design” course. For humility’s sake please excuse me from the following statement, but the faculty roster is an amazing group of professionals and thinkers across a wide variety of disciplines in the interaction design universe. We on the teaching staff are constantly commenting to one another about how much we’d love to take this curriculum ourselves!

Thursday, January 15 (tomorrow!) is the suggested deadline for applications. (although applicants will be reviewed and admitted on a rolling basis after that). So if you’re interested in the program and in the process of applying, it’s time to pull one more all-nighter to put together the best portfolio you can. There are merit-based scholarships available for some 2009 students, based on your portfolio, so going the extra mile could be even more valuable.

The first year of this program promises to be especially exciting, both for the faculty and students, as we try to produce graduates who will make their mark on the interaction design scene both during and after the two-year program. We’re looking forward to a dynamic, cross-disciplinary group on both sides of the lectern, sharing ideas and helping create a new epicenter of cultural, academic, and professional invention.

Also, please note that tonight, January 14, is the latest in the MFA program’s series of public lectures, the Dot Dot Dot lectures, held each month at White Rabbit on New York’s Lower East Side. This month’s episode includes, as usual, a few of my very favorite people:

“The Urbanists,” January 14
Wed, January 14 | 6:30-8:30PM
Through an exploration of new definitions of urban environments, four lecturers will examine the time when public space is more personal, ubiquitous computing is allowing cities to have an impact on users’ experiences, and the design of services to truly be vibrant and meaningful. Speakers: Adam Greenfield, Soo-in Yang, Rachel Abrams, and Phil Kline.

I’ll be at the lecture tonight, so if you’re also there please say hi to me!

Interaction 101

January 9th, 2009

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Like every other advanced human activity that can be taught and learned, there must exist a set of fundamental skills required to use interactive things. I’m not talking about behind-the-scenes design or development skills, but end-user skills. Not just what used to be called “computer literacy” (although that’s part of it), but more basic cognitive and motor and physical skills. Skills analogous to riding a bike, drawing a portrait, writing a business letter, multiplying numbers, or frying an egg.

Take something super-simple, like clicking a link in a web browser. Any designer who has ever attended a usability test, or watched their relatives use computers, will probably have witnessed perfectly competent and computer literate people double clicking links on web pages, just as they would do with a file icon on their desktop. Clearly such users are muddling through just fine, but with a little less than what might be considered optimal computer skills.

Off the top of my head I can come up with a dozen or so skills that people who use interactive systems must learn to be successful — skills that are, however, deficient in a large number of users I’ve witnessed in user testing:

  • Point a mouse at a target
  • Construct a simple Boolean search
  • Rotate a 3d object with a mouse
  • Move the cursor around the page with the keyboard
  • Select text — whole words, paragraphs, multiple pages
  • Cut-and-paste text
  • Resize an image
  • Zooming and panning
  • Use a trackpad instead of a mouse

There are many angles to this idea: Someone who is great at using Excel may be a total klutz when it comes to using Google Earth. An expert at a twitch-shooter video game may not be able to use a search engine to research a report. People who can pan and zoom with a mouse may still have a very hard time with navigating a folder hierarchy.

And of course many of these skills can be dramatically shaped by physical and cognitive disability (which makes me realize that there are different skills that disabled people must learn, for example navigating the web with a voice browser).

The difference between a product’s success and failure with a given user might come down to a simple degree of mastery of some of these basic skills — not, as we often assume, some conceptual misunderstanding of the product itself. Should designers identify their users’ expected skill levels to this level of detail? Should these skills be reflected in user persona documents?

It would be interesting to gauge how well users do at these low-level skills in a survey or broad-based user study, a comprehensive test of basic skills much like the standardized tests schoolchildren are given. I’d be interested in seeing the test results show not just an overall computer skills course, but a breakdown by skill sub-areas: Hardware skills, search skills, text manipulation, image manipulation, 3D object manipulation. That would be fascinating.

Video is a Verb

January 2nd, 2009

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What do you do with a video camera? You video.

I’ve always wanted to coin a phrase or invent a word, to have a term of my own invention be spoken by thousands or even millions of people every day. An astonishingly large number of my friends and peers have done exactly this, some spectacularly so. From ambient intimacy to ajax, blogs to folksonomies, topless meetings to everyware, veterans of the Information Architecture scene have been a prolific lot.

I’ll admit that while I don’t spend a lot of time trying to invent catchy and useful new additions to the lexicon, I do harbor a hope of someday joining this group with a worthwhile word of my own.

For now, then, I wish to formally submit for peer review a humble nomination (so to speak) in the rough vicinity of true coinages. It’s not exactly a real neologism, as the word itself as a string of letters already exists. It’s more like a newly permissible usage:

  • video (verb) to record motion pictures to a medium other than film, such as video tape or digital media, whether recorded directly from life with a camera or transferring from one motion picture medium to another non-film medium.

The word’s current definition doesn’t include a verb form. I think we need one. Examples:

  • I will video my daughter in her school play tonight.
  • Make sure you set the DVR to video the season premiere of Battlestar Galactica next weekend.

We already have one-word verbs for most technological communications: mail, film, photograph, record, tape, phone, and fax. We email, IM, Google, and tweet. We even used to use the one-word verb videotape when video was recorded on whirring VHS, Hi-8, and DV cameras. Why must we bend over backwards linguistically to say “shoot video” (as if cameras were guns) or “record with my digital video recorder” just to avoid the anachronistic “videotape” — when “video” does the job so succinctly?

Interestingly, the Latin origin of the word is a verb: “video” means “(I) see”. And in the future “nadsat” vocabulary of A Clockwork Orange, the word “viddy” is used as a verb, meaning both “to see” and at another level “to understand” or even “to dream”. Perhaps we need to go that far and start using a whole new word for recorded visual experiences as we enter an era where the line between fantasy and reality, truth and fiction, media and life itself, is becoming blurred.

We can always viddy later. For now, however, we need to video.

Finally, I will confess that one of the main reasons for writing this post is to shamelessly and selfishly lay claim to this usage call for making this usage acceptable in the new official history of early 21st century humanity (i.e. Google’s index). Yoo hoo, Google? Guess what? “Video” is now a verb.

How Bad is Bad?

December 1st, 2008

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John Gruber invites public ridicule to the UI design of this file renaming application. And yes, it certainly looks terrible, like a stereotypical case study in haphazard, bloated, bad UI design.

But is the UI design really that bad? I’m not so sure.

As someone who has had to do all manner of complex and esoteric batch file renaming over my career, this tool looks pretty darn powerful to me. I’ve had to do some absurdly massive batch file renaming (hundreds or even thousands of files) about twenty times in my life, and every single time it’s been a unique and bizarre challenge.

This is one of those tools where, at a fundamental level, more features is better than less. Fewer features make this tool less likely to serve its core function: saving your ass during a freak once-in-a-lifetime file renaming emergency. Even the wacky features like renumbering the files using roman numerals doesn’t seem absurd to me. This tool is intended for people without ninja-like mastery of the black art of regex construction (and, for that matter, for office production workers who may not know how to program anything at all, for example a photo editor).

So if it’s not the number of features that’s bad, let’s focus on the UI itself. The signature quality of this design is that every single feature is shown on one page. There are no layers of dialog boxes, no multistep wizards. The fields are numbered, too, which seems to suggest the order the transformations are processed. The entire transformation is right there for the user to see, no surprises. What’s more, showing all the possible transformations on this one screen educates the user on what the application can actually do: No poking around through menus and manuals to find out what this app is capable of. It’s all right there.

My only substantive critique, in fact, would be aesthetic: the grid of the page and the layout of the form elements could be more pleasing and better organized from an information design perspective.

Is that the nut of Gruber’s critique? Or is he being a little hasty in his judgement here?

Talking about Sketching about Interacting

November 11th, 2008

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If you’re in NYC this Thursday, you should come to see From Sketching to Experience, the first of Liz Danzico’s Dot Dot Dot series of small, informal (and free) lectures. These lectures are the ramp-up to SVA’s new MFA in Interaction Design program. I’ll be one of the speakers this Thursday, and am also going to be on the SVA faculty as well when the program starts in 2009.

This lecture should be fun — four speakers from different backgrounds in a short-and-sweet presentation format. Please join us!

From the official site:

Crossword constructors sketch in pencil before ever laying a grid down, filmmakers rely on storyboards before ever picking up a camera, and cartoonists go pane by pane before designing a strip. Before interaction designers go high fidelity, sketches provide the method by which they communicate process, flow, layout — and importantly, story. Learn from four practitioners of divergent backgrounds how they practice sketching to get to their final product.

Speakers
Join us for the first lecture to hear from:

Details
Thursday, November 13
6-8PM (RSVP)
White Rabbit
145 E Houston Street (View Map)
New York