In Bill Buxton’s Sketching User Experience, his chapters, “The Anatomy of Sketching,” and “Clarity is Not Always the Path to Enlightment,” provided me with a great way to conceptualize a ‘creative user experience’. I was first introduced to the possibility of a creative user experience through Kolko’s Thoughts on Interaction Design. From Kolko’s text I realized that in order to prevent the design from reinforcing a stereotype about the user or the world they live in, there must be an element of challenge or impetus for creativity: “in order to realize the state of awareness…. an element of challenge must be present” (Kolko 110). And as I have stated before I think Kolko presents us with a very useful question: “Can our Interaction Design solutions encourage users to be creative?” (Kolko 110).
As Buxton notes, sketches, “suggest and explore rather than confirm,” they “don’t ‘tell,’ they ‘suggest’” (Buxton 113). Therefore, I think I think Buxton’s notion of sketching can serve as a possible solution, allowing an open conversation between the user, design, and designer, over time. This open conversation is allowed because the sketch does not present itself as a solution, closing off opportunities outside its orbital pull: “the physical sketch is critical to the process, but it is the vehicle, not the destination, and ironically, it is the ambiguity in the drawing that is the key mechanism that helps us find our way” (Buxton 117). In this ambiguity the designer is able to “leave big enough holes” (Buxton 115), that allow “room for improvement and refinement” (Buxton 113).
How can the finished product maintain the status of a sketch, providing a “catalyst to stimulate new and different interpretations” (Buxton 115)? I ask this question because I am not suggesting that we should abandon finished projects or that our designs should only be half-baked, but I am interested in discovering a way to transmit the create process inherent in a sketch, to the user. I think this should be an important part of the finished product because the designer cannot know everything. In the sketching stage, the realizations of one’s short comings are brought forward, as seen in this quote from Suwa and Tversky: “by examining the externalizations, designers can spot problems they may not have anticipated. More than that, they can see new features and relations among elements that they have drawn, ones not intended in the original sketch. These unintended discoveries promote new ideas and refine current ones” (Buxton 117). Therefore if this stage helps the designer “reperceive” (Buxton 117) their intentions, can it do the same for the user; help them reperceive their relationship with the medium, the designers intentions, and then their creative intentions for the design?
I think the sketch is an important moment before the design becomes a finished product, because it is at this time, “in the product pipeline when one can actually afford to play, explore, learn, and really try and gain a deep understanding of the undertaking” (Buxton 139). But again, the sketch must move towards a finished product; it must adhere to a common language that the user can understand. The design cannot remain in the obscurity of the sketch stage, because it might be completely inaccessible to the user. So through my own projects I want to attempt to discover how parts of the sketching experience can be communicated to the user, in order to encourage creativity and expose my own assumptions. I want to discover how to allow for holes and ambiguities that the user can fill-in and solve on their own, creating something better from my design, something that I myself could not see. I think all this helps lead to a better understanding of the design, because “understanding the rationale for a decision is… a wonderful remedy to being a prisoner of your own decisions” (Buxton 149).