Bill Buxton. Sketching User Experiences, Getting the design right and the right design
Buxton says that “in order to design a tool, we must make our best efforts to understand the larger social and physical context within which it is intended to function.” He introduced the reader to out-of-the-box thinking in Design for the wild, in which we are prompted to think about solutions to help a kayaker to navigate in artic waters.
Immediately, I started to think about iOS/Android apps equipped with GPS-enabled maps and routes. I realized that extreme cold temperatures wont let you take off your gloves, so how can you manipulate the touching screen? The Ammassalik, a tribe in eastern Greenland, crafted a beautiful solution. An inexpensive 3D map which represents the coastline, carved out of wood. It can be used inside mittens, keeping the hands warm. It floats should it fall in the water and most importantly, they do not need batteries nor GPS connections. This made the map 100% reliable, making it better than any digital products we can think at this moment.
Buxton then uses Apple as a case study, to drive the point that industrial design and interaction design, works hand in hand in making successful products and tools.
Bill Buxton recommends further reading into informed design - Kranzberg’s first law. here’s the pdf