I first heard Bill Buxton talking about sketching in Texas, at the UPA 2007 annual conference. I was running around with a video camera asking people what they thought of Bill Buxton’s presentation. Everyone loved it, including his ideas on sketching and design. But almost everyone I spoke to also said Buxton’s requirement for five sketches was several sketches too many.
Buxton’s probably heard this objection a few times, because he addressed it at Mix09, last month in Nevada. He said:
I can hear your clients and your managers saying: “Well, Mr Buxton may have told you that you have to be able to do five different versions for every single question you’re asked—each one equally valid—but we can’t afford it because we’re already behind schedule. We don’t even have time to do one solution, and you’re telling me we have to do five?”
What are you going to say to them?
It’s a good question. Buxton also had an answer. “Doing multiples is critically important” because it’s how you saturate the design space with enough ideas to rapidly iterate to the best design solution. The challenge, says Buxton, is to balance “doing multiples” with the budget, with dollars, time, and personnel.
It comes down to technique.
Sketching is a fast, inexpensive, and therefore disposable way to capture ideas. And five really is key. In my experience, when I asked design participants for two or three sketches, they each brought “two”—actually versions of the same sketch where one had an extra squiggle or mark on the page. This is not how you saturate a design space. It has to be at least five—hence the name, Five Sketches™. The sketches have to be fast. They have to be low fidelity. The sketches have to be disposable.
Sketching is the right tool. You also need the right team, working at the right time. The right team has an understanding of generative design and knows that there’s a time to sketch, a time to iterate and analyse design ideas, and a time to code or program. (A team of three or four design participants can learn and practice everything but the programming in a half day.) In my experience, design participants—developers, QA staff, marketing staff, support staff—can sketch and produce great software and web designs as effectively as a graphic designer or industrial designer can.
Again: it comes down to technique. And since sketching is cheap, you can’t afford not to design.