Sketching User Experiences: Getting the Design Right and the Right Design
By B. Buxton. 2007
1,811 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/7b4f608624e7e2fb30fe612a02bb0342ec190259
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
Citations in the corpus
- Automatically generating personalized user interfaces with Supple (2010, background): “Even if a system provides a graphical environment for designing such models (as does TERESA [67], for example), this is still inconsistent with the current design practice, which stresses the importance of exploring the space of concrete (even if low fidelity) designs from the very beginning of the ”
- Embodied cognition and the magical future of interaction design (2013, background): “This allows the agent to come back to it repeatedly, and to interact with it in different ways than something purely in mind [Buxton 2007].”
- Human-AI Co-Creation in Songwriting (2020, background): “A central aspect of the creative process involves a “flare and focus" [10] cycle of ideating, exploring those ideas, selecting ideas, then rapidly iterating.”
- Framing Creative Work: Helping Novices Frame Better Problems through Interactive Scaffolding (2021, background): “Riffing on Buxton’s mantra [5], the scaffolding appears to help novices include the right information, but additional coaching could help them to get the information right.”
- WeBuildAI (2019, methodology): “One aspect that differentiates our work is that we offer a tool through which people without algorithmic knowledge can directly specify or “sketch” [20] how they would like the algorithm to behave; we couple this with a method for aggregating different stakeholders’ points of view.”
- Expressing thought: Improving robot readability with animation principles (2011, background): “Animations themselves can provide a useful prototyping medium for testing how designed robot behaviors “read” without the investment involved with building and programming a physical robot; this lower cost enables designers to create interaction “sketches” that inform the design before engineering d”
- The Nature of Design Practice and Implications for Interaction Design Research (2008, background): “…in HCI (Fallman, 2003; Dourish, 2006; Bartnek, 2007; Wania, Atwood, & McCain, 2006; Taylor, 2003), or that design is an appropriate model for " real " research (Zimmerman et al., 2007), or that design practice has its own rigor (Wolf, Rode, Sussman, & Kellogg, 2006; Buxton, 2007; Bartneck, 2007).”
- CoAuthor: Designing a Human-AI Collaborative Writing Dataset for Exploring Language Model Capabilities (2022, unknown): “Concretely, this understanding serves two purposes [9]:”
- Peer and self assessment in massive online classes (2013, background): “Such work is especially important in design education because successful design often requires generating and reflecting on multiple ideas [Tohidi et al. 2006; Buxton 2007], and on exploration and iteration [Fallman 2003].”
- Building health behavior models to guide the development of just-in-time adaptive interventions: A pragmatic framework (2015, methodology): “This step can be aided by using formative work, such as clinical experience with the target population and user-centered design methods (e.g., interviews, sketching to elicit opinions; Buxton, 2010).”
- Material Driven Design (MDD): A Method to Design for Material Experiences (2015, methodology): “In HCI, tinkering is to do with crafting interactive artifacts using physicaldigital materials (Buxton, 2007; Holmquist, 2012; Löwgren & Stolterman, 2004; Sundström & Höök, 2010; Zimmerman, Forlizzi, & Evenson, 2007).”
- The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas (2008, background): “Buxton [2007] advocates such a view, promoting the notion of “sketching” throughout the whole design process.”
- Moving Beyond Feature Design: Deep Architectures and Automatic Feature Learning in Music Informatics (2012, background): “Noting that design itself is a well-studied discipline, a discussion of feature design is served well by the wisdom of “getting the right design and the design right” [6].”