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:
- Strategies for how to use your drawing to support your solutions to real-world problems
- Tips and tricks for applying your new drawing skills in a workshop setting, in real-time
- An illuminating foreword by the celebrated Manuel Lima, a Fellow of the Royal Society of Arts
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.
Spis treści
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
O autorze
Kent Eisenhuth is a Fellow of the Royal Society of Arts. Kent has developed visual languages that improve collaboration, comprehension, and decision-making across a wide array of Google products including Fitbit, Google Cloud, and Alphabet’s Loon. Kent leads Google’s Data Accessibility program. He previously led Google Cloud’s Data Visualization Program and coauthored the data visualization specs for Material Design. Kent’s work and ideas have appeared in many publications, including The Guardian, UXmatters, ACM journals, and Smashing Magazine. Kent has presented talks and ideas at many conferences, such as Ix DA’s Interaction, SXSW, and the Israeli Visualization Conference, and he is a frequent guest lecturer at several universities in the United States.