Front Cover
Sketching User Experiences: getting the design right and the right design
Copyright Page
Contents
Preface
Acknowledgements
Author's Note
Part I: Design as Dreamcatcher
Chapter 1. Design for the Wild
Chapter 2. Case Study: Apple, Design, and Business
Chapter 3. The Bossy Rule
Chapter 4. A Snapshot of Today
Chapter 5. The Role of Design
Chapter 6. A Sketch of the Process
Chapter 7. The Cycle of Innovation
Chapter 8. The Question of "Design"
Chapter 9. The Anatomy of Sketching
Chapter 10. Clarity is Not Always the Path to Enlightenment
Chapter 11. The Larger Family of Renderings
Chapter 12. Experience Design vs Interface Design
Chapter 13. Sketching Interaction
Chapter 14. Sketches Are Not Prototypes
Chapter 15. Where Is the User in All of This?
Chapter 16. You Make That Sound Like a Negative Thing
Chapter 17. If Someone Made a Sketch in the Forest and Nobody Saw it
Chapter 18. The Object of Sharing
Chapter 19. Annotation: Sketching on Sketches
Chapter 20. Design Thinking and Ecology
Chapter 21. The Second Worst Thing That Can Happen
Chapter 22. A River Runs through It
Part II: Stories of Methods and Madness
Chapter 23. From Thinking on to Acting On
Chapter 24. The Wonderful Wizard of Oz
Chapter 25. Chameleon: From Wizardry to Smoke-and-Mirrors
Chapter 26. Le Bricolage: Cobbling Things Together
Chapter 27. It Was a Dark and Stormy Night
Chapter 28. Visual Story Telling
Chapter 29. Simple Animation
Chapter 30. Shoot the Mime
Chapter 31. Sketch-a-Move
Chapter 32. Extending Interaction: Real and Illusion
Chapter 33. The Bifocal Display
Chapter 34. Video Envisionment
Chapter 35. Interacting with Paper
Chapter 36. Are You Talking to Me?
Chapter 37. Recapitulation and Coda
Chapter 38. Some Final Thoughts
References and Biblography
Index