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Rough
Andrew Lenards,
andrew.lenards@gmail.com
has advantages
@alenards
• UA Grad: 2001, B.S., Computer Science
• Domains: motor vehicle, biodiversity,
plants science / biology, genetics,
marketing, data intensive application,
cloud computing, user interface
• https://linkedin.com/in/andrewlenards
• https://github.com/lenards
Lock: Not everyone believes what you believe.
Morpheus: My beliefs do not require them to.
The Matrix Reloaded (2003)
Background
– Mark D. Gross*, Department of Planning & Design,
University of Colorado
“A drawing doesn’t stand alone, but is
embedded in a social context.”
* cited in M. A. Heart 1998
© 2002 Alistair Cockburn
– Laura Busche
"Writing falls short for most design
problems."
Feedback
ambiguity improves
communication
Landry 1998
– Carolyn Snyder
“Paper prototypes provide maximum
feedback for minimum effort.”
– Jim Ross
"Participants feel more comfortable in
criticizing sketches rather than polished
designs."
Wang, Yin Yin 1992
– Yin Yin Wang
"Rough drawings help avoid talking about
low level issues as did the use of text
blocks in graphic design prototypes."
Wang, Yin Yin 1992
– Jim Ross
"It’s clear that paper prototypes are rough
sketches that don’t accurately represent
the final layout."
Constant Review
– Yin Yin Wang
"...a refined appearance may mislead
designers into believing the design is near
closure when it is only an initial draft."
Exploration
– Yin Yin Wang
"It is important to remain flexible toward
change and avoid commitment to 'a'
design."
– Vinod Goel «Sketches of Thought»
"When the designers generated a new
idea in a freehand sketch, they quickly
followed it with several variations. But
those who used a drawing program
tended to focus more on refining the
initial design, without generating design
variations."
– Laura Busche
"Putting ideas to paper is a powerful way
to extend one’s memory."
– Zafer Bilda and Halime Demirkan 2003 **
"... Designers who used paper changed
their goals and intentions more frequently
and engaged in a higher number of
cognitive actions. Changing goals and
intentions while sketching is vital because
it enables you to pivot your initial idea
and to be versatile in your approach."
** Cited in Busche 2013
– Yin Yin Wang
"Leaving out details can encourage the
team to consider alternative designs."
– Laura Busche
"Consider every time you’ve left
unfinished strokes, gray ideas over top
solid shapes, quick side queries, blank
spaces, wobbly lines and figures. Happens
all the time, right? These indeterminacies,
or “flaws,” which reflect our
indecision, are great pointers to new
design directions. We lose these when
we opt for pixel perfection."
Inclusiveness
concept: Dan Roam, David Sibbet
– Yin Yin Wang
"... I digitize hand-drawn sketches of
interface elements. These elements are
drawn using a fat marker in order to
discourage details."
– Rajiv Kaul 
"When there is sketching in a meeting,
engagement soars collectively."
"This engagement fuels idea generation."
– Yin Yin Wang
"By leaving out a mediocre solution, the
team was free to brainstorm on new ideas
and not focus the critique on visual
placeholders that were obviously weak."
– Jim Ross
"Developers … felt that it would have
required much less effort for them to
create prototypes using code rather than
paper."
Jim Ross, UX Matters
– Jim Ross
“Yes, of course, paper prototyping is still
worth doing. It offers you the advantages
of being able to quickly create and test
multiple design directions. However, the
newest digital prototyping tools are
quickly catching up.”
Even if ...
Early work, done freehand
• potential for exploring more of the solution space
• honest feedback, early (and at a low cost)
“...get the first one out, then learning
something” – Ed Catmull
– Everett Lindsay
“Design broadly. Iterate locally. Finalize
specifically.”
References
Bilda, Zafer, and Halime Demirkan. "An insight on designers’
sketching activities in traditional versus digital media." Design
studies 24, no. 1 (2003): 27-50.
Busche, Laura. "Hand Sketches – Things You Didn't Know
Your Doodles Could Accomplish", Smashing Magazine. http://
bit.ly/2n49BYl 2013 (accessed January 16, 2018)
Catmull, Ed. "Pixar: Keep Your Crises Small" YouTube
(accessed January 23, 2018).
Cockburn, Alistair. "Software development as a cooperative
game" Alistair.Cockburn.us http://alistair.cockburn.us/Software
+development+as+a+cooperative+game/v/slim (accessed
January 21, 2018)
Dahl, Jeff. "Carta Marina AB stitched." Wikimedia Commons
https://commons.wikimedia.org/wiki/
File:Carta_Marina_AB_stitched.jpg (accessed January 22, 2018).
Goel, Vinod. "Sketches of thought" MIT Press. Cambridge MA
1995.
Happel, Werner. World Map. 1675 http://
longstreet.typepad.com/thesciencebookstore/
maps_cartography_history_of_mapmaking/page/10/ (accessed
January 22, 2018).
Hearst, Marti A. "Sketching intelligent systems." IEEE
Intelligent Systems and Their Applications 13, no. 3 (1998):
10-19.
Landay, J. A. "Informal User Interface For Natural Human-
Computer Interaction" 1998. IEEE Intelligent Systems and their
Applications ( Volume: 13, Issue: 3, May-June 1998 )
Landay, James A., and Brad A. Myers. "Sketching interfaces:
Toward more human interface design." Computer 34, no. 3 (2001):
56-64.
McCloud, Scott; Google. "Google on Google Chrome"
blogoscoped http://blogoscoped.com/google-chrome/34 (scans
under its Creative Commons license; accessed January 22, 2018)
Roam, Dan. Unfolding the Napkin: The hands-on method for
solving complex problems with simple pictures. Penguin, 2009.
Roam, Dan. "The Back of the Napkin." 2008.
Ross, Jim. "Prototyping: Paper Versus Digital" UX Matters,  
https://www.uxmatters.com/mt/archives/2017/05/
prototyping-paper-versus-digital.php (accessed January 16, 2018)
Sibbet, David. Visual meetings: How graphics, sticky notes and
idea mapping can transform group productivity. John Wiley &
Sons, 2010.
Wong, Yin Yin. "Rough and ready prototypes: Lessons from
graphic design." In Posters and short talks of the 1992 SIGCHI
conference on human factors in computing systems, pp. 83-84.
ACM, 1992.
Individuals and interactions over processes and tools
Working software over comprehensive documentation
Customer collaboration over contract negotiation
Responding to change over following a plan
© 2001 authors previously indica

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What are the key points to focus on before starting to learn ETL Development....
 

Rough has advantages

  • 2. @alenards • UA Grad: 2001, B.S., Computer Science • Domains: motor vehicle, biodiversity, plants science / biology, genetics, marketing, data intensive application, cloud computing, user interface • https://linkedin.com/in/andrewlenards • https://github.com/lenards
  • 3. Lock: Not everyone believes what you believe. Morpheus: My beliefs do not require them to. The Matrix Reloaded (2003)
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  • 10. – Mark D. Gross*, Department of Planning & Design, University of Colorado “A drawing doesn’t stand alone, but is embedded in a social context.” * cited in M. A. Heart 1998
  • 11. © 2002 Alistair Cockburn
  • 12. – Laura Busche "Writing falls short for most design problems."
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  • 16. – Carolyn Snyder “Paper prototypes provide maximum feedback for minimum effort.”
  • 17. – Jim Ross "Participants feel more comfortable in criticizing sketches rather than polished designs."
  • 19. – Yin Yin Wang "Rough drawings help avoid talking about low level issues as did the use of text blocks in graphic design prototypes."
  • 21. – Jim Ross "It’s clear that paper prototypes are rough sketches that don’t accurately represent the final layout."
  • 23. – Yin Yin Wang "...a refined appearance may mislead designers into believing the design is near closure when it is only an initial draft."
  • 25. – Yin Yin Wang "It is important to remain flexible toward change and avoid commitment to 'a' design."
  • 26. – Vinod Goel «Sketches of Thought» "When the designers generated a new idea in a freehand sketch, they quickly followed it with several variations. But those who used a drawing program tended to focus more on refining the initial design, without generating design variations."
  • 27. – Laura Busche "Putting ideas to paper is a powerful way to extend one’s memory."
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  • 29. – Zafer Bilda and Halime Demirkan 2003 ** "... Designers who used paper changed their goals and intentions more frequently and engaged in a higher number of cognitive actions. Changing goals and intentions while sketching is vital because it enables you to pivot your initial idea and to be versatile in your approach." ** Cited in Busche 2013
  • 30. – Yin Yin Wang "Leaving out details can encourage the team to consider alternative designs."
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  • 32. – Laura Busche "Consider every time you’ve left unfinished strokes, gray ideas over top solid shapes, quick side queries, blank spaces, wobbly lines and figures. Happens all the time, right? These indeterminacies, or “flaws,” which reflect our indecision, are great pointers to new design directions. We lose these when we opt for pixel perfection."
  • 34. concept: Dan Roam, David Sibbet
  • 35. – Yin Yin Wang "... I digitize hand-drawn sketches of interface elements. These elements are drawn using a fat marker in order to discourage details."
  • 36. – Rajiv Kaul  "When there is sketching in a meeting, engagement soars collectively." "This engagement fuels idea generation."
  • 37. – Yin Yin Wang "By leaving out a mediocre solution, the team was free to brainstorm on new ideas and not focus the critique on visual placeholders that were obviously weak."
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  • 39. – Jim Ross "Developers … felt that it would have required much less effort for them to create prototypes using code rather than paper."
  • 40. Jim Ross, UX Matters
  • 41. – Jim Ross “Yes, of course, paper prototyping is still worth doing. It offers you the advantages of being able to quickly create and test multiple design directions. However, the newest digital prototyping tools are quickly catching up.”
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  • 44. Early work, done freehand • potential for exploring more of the solution space • honest feedback, early (and at a low cost) “...get the first one out, then learning something” – Ed Catmull
  • 45. – Everett Lindsay “Design broadly. Iterate locally. Finalize specifically.”
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  • 47. References Bilda, Zafer, and Halime Demirkan. "An insight on designers’ sketching activities in traditional versus digital media." Design studies 24, no. 1 (2003): 27-50. Busche, Laura. "Hand Sketches – Things You Didn't Know Your Doodles Could Accomplish", Smashing Magazine. http:// bit.ly/2n49BYl 2013 (accessed January 16, 2018) Catmull, Ed. "Pixar: Keep Your Crises Small" YouTube (accessed January 23, 2018). Cockburn, Alistair. "Software development as a cooperative game" Alistair.Cockburn.us http://alistair.cockburn.us/Software +development+as+a+cooperative+game/v/slim (accessed January 21, 2018) Dahl, Jeff. "Carta Marina AB stitched." Wikimedia Commons https://commons.wikimedia.org/wiki/ File:Carta_Marina_AB_stitched.jpg (accessed January 22, 2018). Goel, Vinod. "Sketches of thought" MIT Press. Cambridge MA 1995. Happel, Werner. World Map. 1675 http:// longstreet.typepad.com/thesciencebookstore/ maps_cartography_history_of_mapmaking/page/10/ (accessed January 22, 2018). Hearst, Marti A. "Sketching intelligent systems." IEEE Intelligent Systems and Their Applications 13, no. 3 (1998): 10-19. Landay, J. A. "Informal User Interface For Natural Human- Computer Interaction" 1998. IEEE Intelligent Systems and their Applications ( Volume: 13, Issue: 3, May-June 1998 ) Landay, James A., and Brad A. Myers. "Sketching interfaces: Toward more human interface design." Computer 34, no. 3 (2001): 56-64. McCloud, Scott; Google. "Google on Google Chrome" blogoscoped http://blogoscoped.com/google-chrome/34 (scans under its Creative Commons license; accessed January 22, 2018) Roam, Dan. Unfolding the Napkin: The hands-on method for solving complex problems with simple pictures. Penguin, 2009. Roam, Dan. "The Back of the Napkin." 2008. Ross, Jim. "Prototyping: Paper Versus Digital" UX Matters,   https://www.uxmatters.com/mt/archives/2017/05/ prototyping-paper-versus-digital.php (accessed January 16, 2018) Sibbet, David. Visual meetings: How graphics, sticky notes and idea mapping can transform group productivity. John Wiley & Sons, 2010. Wong, Yin Yin. "Rough and ready prototypes: Lessons from graphic design." In Posters and short talks of the 1992 SIGCHI conference on human factors in computing systems, pp. 83-84. ACM, 1992.
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  • 49. Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan © 2001 authors previously indica