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I agree, and I would also add that the great thing about sketchy hand-drawing is that it keeps people focused in discussions, making it clearer what they should
by smoe 2y ago
I agree, and I would also add that the great thing about sketchy hand-drawing is that it keeps people focused in discussions, making it clearer what they should be judging.
As soon as you have something that looks remotely like the real thing, people will get distracted. Why is this yellow not our brand yellow? What is this font? Those two boxes don't align! etc. While those details do matter, they are not important in the early iterations of a design.
- gffrd 2y agoA place I’ve worked recently had design leadership who: (1) Asked to be included as early as possible in the process, and … (2) Would not tolerate sketches, demanding at least a mid-fidelity level to discuss work. This was fun.
- Nevermark 2y agoA functional gui framework, rendered in realistically chaotic pencil style where nothing is perfectly shaped, the same size or aligned, with only 3 or 4 unalterable pencil colors, would actually be useful. Separate visual function design from visual style.
- gffrd 2y agoI’m about to do an old person thing: Balsamiq had (has?) something like this. You could mock up in whatever fidelity you wanted, but you could switch view modes and it would look like a sketch. Great for ensuring people didn’t get hung up on minutiae prematurely. It was wonderful. But I’m imagining what you’re describing as another level, where one would draw relationships and behavior … and visual presentation would be like textures applied to a scene’s wireframe.