Freshly Printed - allow 7 days lead
Couldn't load pickup availability
Drawing Product Ideas
Fast and Easy UX Drawing for Anyone
Kent E. Eisenhuth (Author), Manuel Lima (Foreword by)
9781119835851, Wiley
Paperback / softback, published 3 November 2022
208 pages
24.9 x 19.8 x 1.5 cm, 0.522 kg
Explore straightforward drawing skills to help you communicate product ideas exponentially faster than you could with text In Drawing Product Ideas: Fast and Easy UX Drawing for Anyone, RSA Fellow and Google Data Visualization Lead, Kent Eisenhuth delivers a new and exciting guide to effectively communicating product ideas by drawing just two simple things: boxes and lines! In the book, you'll learn why drawing is important and how it supports the design thinking process. You'll also discover how to build your drawing toolkit by exploring your own personal drawing style. The author also includes: An essential volume for engineers, researchers, and product managers, Drawing Product Ideas is also an indispensable blueprint for anyone seeking to improve their public, ad-hoc drawing skills.
Foreword ix Preface xi Introduction xv Chapter 1 Why Draw? 1 Explore an Idea 2 Gain a Shared Understanding 5 Improve Collaboration 7 Anyone Can Draw 7 Right Time and Place 10 Chapter 2 Reframing Our Thinking 15 Breaking It Down 17 Introducing the System 19 Common Drawings 23 Chapter 3 Lines and Points 33 Telling Stories with Lines 34 Making Meaning with Points 42 Tools and Materials 45 Chapter 4 Building From Rectangles 47 Creating Diagrams 48 Content Elements 55 Navigation Elements 58 Forms 65 Chapter 5 Building From Circles, Triangles, and More 81 Circular Elements 81 Triangular Elements 89 Advanced Icons and Symbols 92 Representing Interactions 98 Chapter 6 Illustrating Light, Motion, and Other Concepts 103 Shading Techniques 103 Using Accent Marks 105 Looking at Lighting 105 Using Elevation 110 Using Texture 116 Capturing Motion 119 Conveying Luminance 120 Communicating Sound 121 Chapter 7 The System 127 Putting It Together 128 Creating Something New 134 Chapter 8 Using Flows To Tell Stories 139 Starting with the Syntax 139 Showing Interactions 142 Just Enough Information 144 Depicting Transitions 145 Labels and Annotations 147 Being Conscious of Composition 150 Chapter 9 Telling Engaging Stories 157 Real-World Constraints 160 Invoking Emotion 166 Adapting the Visual Language 170 Wayfinding and Landmarks 174 Choreography and Timing 178 Packaging Your Drawings 180 Chapter 10 Moving Forward 183 Works Cited 185 Index 187
Subject Areas: Computer science [UY]
