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2004, CHI'04 extended abstracts on Human …
Digital hand-drawn sketches provide a new and unique way of interacting with a prototype user interface design while it is still rendered as a sketch. The successful use of prototypes and scenarios for exploring design ideas is well documented. Hand-sketched designs ...
Extended abstracts of the 2004 conference on Human factors and computing systems - CHI '04, 2004
Digital hand-drawn sketches provide a new and unique way of interacting with a prototype user interface design while it is still rendered as a sketch. The successful use of prototypes and scenarios for exploring design ideas is well documented. Hand-sketched designs have also been found preferable to formal diagrams during early design. The study reported here shows that interacting with digital sketches adds an exciting new dimension to the interface design process, we found that people do more revisions and more accurate revisions with digital sketches.
A s computers grow more powerful, less expensive, and more widely available, people are expecting them not only to perform obvious computational tasks, but also to assist in people-oriented tasks, such as writing, drawing, and designing. This shift is causing some user-interface (UI) researchers to rethink the traditional reliance on methods that are more machine-oriented and to look at ways to support properties like ambiguity, creativity, and informal communication. The idea is to bend computers to people's way of interacting, not the other way around.
Current interactive user interface construction tools are often more of a hindrance than a benefit during the early stages of user interface design. These tools take too much time to use and force designers to specify more of the design details than they wish at this early stage. Most interface designers, especially those who have a background in graphic design, prefer to sketch early interface ideas on paper or on a whiteboard. We are developing an interactive tool called SILK that allows designers to quickly sketch an interface using an electronic pad and stylus. SILK preserves the important properties of pencil and paper: a rough drawing can be produced very quickly and the medium is very flexible. However, unlike a paper sketch, this electronic sketch is interactive and can easily be modified. In addition, our system allows designers to examine, annotate, and edit a complete history of the design. When the designer is satisfied with this early prototype, SILK can transform the sketch into a complete, operational interface in a specified look-and-feel. This transformation is guided by the designer. By supporting the early phases of the interface design life cycle, our tool should both ease the development of user interface prototypes and reduce the time needed to create a final interface. This paper describes our prototype and provides design ideas for a production-level system.
2008
Abstract. Sketching activities are widely adopted during early design phases of user interface development to convey informal specifications of the interface presentation and dialog. Designers or even end users can sketch some or all of the future interface they want. With the ever increasing availability of different computing platforms, a need arises to continuously support sketching across these platforms with their various programming languages, interface development environments and operating systems.
Sketching digital and physical user interfaces present many benefits such as naturalness, intuitiveness, ability to elicit user requirements, and ability to discover usability problems. These advantages are confirmed in MIXEDSKETCH, a software for prototyping any type of user interface by sketching: a digital interface such as a graphical user interface, a physical interface such as a tangible user interface, and, more uniquely, mixed user interfaces that combine elements from both digital and physical worlds, simultaneously or at different design stages. As the development process proceeds from early design to detailed development, MIXEDSKETCH ensures a smooth transition from a low fidelity representation to a high-level representation of the UI being sketched through mid-fidelity. In the last stage, a precise presentation and a dialog can be sketched that automatically generate a description of the future interface for one or multiple toolkits. In addition, MIXEDSKETCH enables the designer to transform a digital, a physical, or a mixed user interface in a counterpart in another world, e.g. moving from digital to physical to mixed.
During the past 45 years there has been a recurrence of interest on supporting sketching at electronic devices and interactive surfaces, and despite being sketching recognition fairly well addressed on the literature, the adoption of electronic sketching as a design tool is still a challenge.
Sketching is a common method used in conceptual design. Its ambiguity inspires designers with new and unexpected alternatives for design ideas which enhance creativity in conceptual design. Sketchbased modeling appeared as an easy way for 3D sketching to open the way for digitizing sketching process. For that reason it focused on developing techniques and algorithms of converting 2D sketches into 3D models rather than enhancing creativity in sketching process. In this paper we present a new design for a sketch-based modeling interface to enhance creativity by considering sketching as an idea generation method, not a drawing process. This was done by separating 2D sketching and 3D modeling into two windows to make designers focus on idea development rather than being distrusted by 3D model creation. This interface uses gesture-based approach in 3D modeling as this approach is better for achieving integration with commercial CAD systems for more effectiveness of sketch-based interfaces. A new positioning method was developed to help designers to locate 3D objects in the scene easily with friendlier gestures and more accurate gesture recognition algorithm.
2006
Prescriptive sketches are usually drawn, after conceptual design is over, to prepare the creation of digital 3D models. Designers and draftsmen use them as "screenplays" that guide the creation of the final 3D model. Prescriptive sketches are still paper-and-pencil, in spite of the existence of some academic or even commercial, computer tools. In this paper, we defend the hypothesis that this is because current computer tools are less usable than paper-andpencil sketches and do not posses significantly improved functionality. A pilot study was conducted to validate this hypothesis. Both the study and its main conclusions are described in detail.
Proceedings of AAAI Fall Symposium on Intelligent Pen …, 2004
We present a free-sketch recognition-based tool for creating Microsoft Power Point diagrams. Unlike many previous pen-based interfaces, this tool performs aggressive and robust recognition, allowing the user to sketch freely while the system recognizes the sketched diagram and seamlessly imports it into Power Point. Although pen-based user interfaces have been developed and studied, little has been said about the user interface issues involved in developing sketch recognition user interfaces. We present initial user interface guidelines for creating sketch recognition user interfaces (SkRUIs) based on informal, iterative user studies of our Power Point tool. Finally, based on our experience, we claim that a number of iterative design techniques developed for traditional user interfaces cannot be readily applied to SkRUIs. We discuss which techniques are best suited to the design and development of SkRUIs.
Computers & Graphics, 2009
As immersive 3D user interfaces reach broader acceptance, their use as sketching media is attracting both commercial and academic interests. So far, little is known about user requirements and cognitive aspects of immersive 3D sketching. Also the latter's integration into the workflow of virtual product development is far from being solved.
Artificial intelligence for engineering design, analysis and manufacturing, 2012
The goal of this paper is to reexamine assumptions about sketch-based interfaces for modeling in the context of designers' needs and practices. Research questions examine (a) the type of sketch support and (b) the timing of support. Both concepts try to determine when, what, why and how to augment design processes in a way that is useful to designers. Two experiments (one in architecture and one in product design) based on ergonomics theory are conducted and intend to question some of these assumptions. The Port Zeeland experiment examines how 20 novices perceive and copy a blurred architectural sketch, which provides clues for a sketch interpretation system. The "Tragere" experiment studies how 12 professional product designers, some of whom are "idea generators" and others "idea pursuers," perceive, recognize, and handle a design sketch. The results take a designer's point of view in assessing the timing and value of sketch assistance in product design. The quantitative data analysis provides rich clues about when, why and how product sketches should be supported. The paper explores the strategies developed by designers to perceive and recognize graphical content and discusses the generation of three-dimensional volumes, the univocity state between sketches and three-dimensional models, and the treatment of features in freehand sketches. The paper concludes with observations on the timing and value of support, as first integrated in NEMo, a tool for early stage architectural design, and then in PEPS 3 , an early stage framework for product design.
Sketching digital and physical user interfaces present many benefits such as naturalness, intuitiveness, ability to elicit user requirements, and ability to discover usability prob-lems. These advantages are confirmed in MIXEDSKETCH, a software for prototyping any type of user interface by sketching: a digital interface such as a graphical user inter-face, a physical interface such as a tangible user interface, and, more uniquely, mixed user interfaces that combine el-ements from both digital and physical worlds, simultane-ously or at different design stages. As the development pro-cess proceeds from early design to detailed development, MIXEDSKETCH ensures a smooth transition from a low-fidelity representation to a high-level representation of the UI being sketched through mid-fidelity. In the last stage, a precise presentation and a dialog can be sketched that au-tomatically generate a description of the future interface for one or multiple toolkits. In addition, MIXEDSKETCH enabl...
2006
Abstract. Sketching consists of a widely practised activity during early design phases of product in general and for user interface development in particular in order to convey informal specifications of the interface before actually implementing it. It is quite interesting to observe that designers as well as end users have abilities to sketch parts or whole of the final user interface they want, while discussing the advantages and shortcomings.
2000
This paper describes the user interface design techniques for a design-by-sketches system. The overall goal of the system is to support 3D object design through natural and interactive sketching processes. The system entails four unique features:
User interface design consists of a collaborative activity where various stakeholders can all sketch the future interactive system at different levels of fidelity on different devices and computing platforms. User interfaces sketches are also intended to support prototypes on multiple computing platforms and operating systems that all impose their own capabilities and constraints. In order to support the needs for user interface design by sketching, this paper describes Gambit, a multi-platform system that provides a light- weight approach for prototyping graphical user interfaces by sketching with HTML5. The paper reports on an experiment for the most preferred platform/devices for three primary sketching functions by designers and developers in a Gambit-supported session.
2007
Sketching consists of a widely practiced activity during early design phases of product in general and for user interface development in particular in order to convey informal specifications of the interface before actually implementing it. It is quite interesting to observe that designers as well as end users have abilities to sketch parts or whole of the final user interface they want, while discussing the advantages and shortcomings.
2009
ABSTRACT In this paper, we describe three key areas in the literature where sketching has been seen as being beneficial to designers. We applied this knowledge in the user interface design of a visualization system, conducting a qualitative study using sketching and design patterns. Our findings help to identify why sketching was useful in this context and we relate these to the literature on the efficacy of sketching in the design process.
The role of sketching as an ideation technique in design is wellestablished, but few studies have focused on this area in interaction design. This paper presents results of two protocol studies of novice interaction designers in two countries: UK and Botswana. The studies were designed together, and all participants (7 from the UK and 15 pairs from Botswana) had studied the same interaction design course. Analysis focused on the use of sketching techniques, plus the notion of 'sketch functions' originally identified by . Although the two cohorts produced comparable solutions, several differences were evident. The UK cohort used sketch-based ideation techniques more than non-sketch based techniques, while in Botswana there was a balance between the two. In Botswana scenarios and storyboards, which emphasise the context of the product's use, were preferred. In the UK card-based prototypes, which emphasise user interaction, were preferred. All participants spent significant time sketching and we identified 11 sketch function patterns. While some of these patterns were found in both UK and Botswana protocols many were specific to the setting. This variation adds to our understanding of design thinking strategies in different settings. The findings inform the debate on appropriate design pedagogies for different cultures.
2020
The use of multiple User Interface (UI) designs for evaluation has been demonstrated beneficial for UI evaluation as it results in better feedback, both qualitatively and quantitatively. However, producing several designs is time-consuming. Moreover, the properties that the alternative UI must satisfy remain under-explored. The paper investigates the use of different prototype forms of the same design as support to evaluation instead of relying on alternative design solutions. We investigate two experimental conditions: (1) paper prototype first then video prototype, and (2) video prototype first then paper prototype. Results show that the combination of paper and video prototypes is well suited for UI evaluation, as feedback addresses all aspects of Human-Computer Interaction (HCI), namely, utility, usability, and aesthetics. When exposed to multiple prototypes, users develop an understanding of the functional core and of the interactive aspect of the system. The experiment outcome...
Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
Sketching in Human Computer Interaction is a valuable tool for subjective practice, but also a tool for engagement with collaborators, stakeholders, and participants. This hands-on practice can be utilised in a variety of contexts. The course enables those already in possession of sketching skills the confidence to take their work to the next level. Drawing from expertise gained by working in both academia and industry, the instructors will lead course attendees on a journey through practical applications of sketching in HCI, from subjective sketching to participant engagement and publishing, using hands on tasks and group activities.
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