Simple sketching and storyboarding for collaboration, research, and user-centric experience design. This is a newly updated and expanded deck with new examples, and a reading and resource list at the end. I presented this talk at the San Jose State University User Experience Association Guest Speakers Day in April 2015.
Drawing Stories for User Experiences (UX) - April 2015
1. DEB AOKI
sr. information experience designer
citrix
April 18, 2015
DRAWING STORIES
FOR UX
simple sketching and storyboarding
for collaboration, research,
and user-centric experience design
10. Focuses on
human needs
and concerns
instead of just
technology /
business
needs or
limitations
Participants /
customers
feel heard
and understood
Visuals are
memorable
and can
lead to
new
insights
Drawings
are more
FUN!
and more
engaging
than just
text
WHY DRAW PICTURES?
11. MORE REASONS TO DRAW PICTURES
11
• Pictures can communicate quickly and powerfully, especially
abstract ideas and user experiences. It’s a universal language!
• It’s very persuasive! Pictures can evoke emotions, empathy,
and inspire action
• Faster and cheaper than coding clickable
prototypes or designing wireframes, or
polished page mock-ups
• Provides a ‘big picture’ perspective of the entire user experience,
goals & messaging
• Gets attention where boring clip art and
graphs can be ignored
12. EVEN MORE REASONS TO DRAW
PICTURES
12
• Easy way to check the end-to-end experience to check for
gaps, potential issues. If you can’t illustrate it, it may not make
sense / may not matter to user
• It’s informal and fun, so it encourages
participation and open discussions
• Helps get everyone on the same page, clears up anything
that’s vague or unresolved
• Gets you in the room earlier in the
product design process
• Emphasizes concerns are about customers, not just about your
opinions as a designer/researcher
13. HOW CAN SKETCHING HELP
WITH UX?
I’M GLAD YOU ASKED! HERE ARE A FEW EXAMPLES
21. UNDERSTAND CUSTOMERS: GoTo Meeting personas
21
The Butler
“You can count on me!”
The Investigator
“I need all the facts”
The Facilitator
“I’m here to help”
The Networker
“I connect people”
The Sprinter
“Let’s get this done quickly”
The Preparer
“I need time to plan carefully”
42. DIFFERENT PERSPECTIVES OF USER INTERACTION
PICTURES > WORDS: STORYBOARDING AT EBAY 42
CLOSE-UP
Emphasis on
screen/finger
interaction
MID-TORSO
Emphasis on
screen
SEMI-CLOSE
Emphasis on
device / human
context/use
FULL BODY
Emphasis on ‘real
world’
context/place of
use
43. USE COLOR TO CONVEY DIFFERENT EMOTIONS /
CONCEPTS / PERSONALITIES
PICTURES > WORDS: STORYBOARDING AT EBAY 43
44. USE COLOR TO CONVEY DIFFERENT EMOTIONS /
CONCEPTS / PERSONALITIES
PICTURES > WORDS: STORYBOARDING AT EBAY 44
BLACK – Most important info / facts
GREY – Secondary info / tentative
RED – important / error / danger / stop
GREEN – success / money / nature / go
BLUE – calm / cool / water / sky / masculine
ORANGE – cheerful / hot / caution
PINK – fun / playful / youthful / feminine
PURPLE – regal / sophisticated / serious
BROWN – earthy / simple / dirty
YELLOW – bright / accents / hard to read as text
45. COLORS can be an easy way to differentiate personas
PRESENTATION TITLE GOES HERE 45
Female / Male Army / Navy Biz A / Biz B
Differences within
a group
Japan / US / Germany Citrix / Apple / Google
46. COLORS can be an easy way to differentiate personas
Colors can indicate different teams / stakeholders, make it easier to
follow information flows
47. COLORS can show different user flows
Colors can indicate different groups of people, make it easier to show
user interactions in a physical environment
49. DIFFERENT COLORS = DIFFERENT PERSPECTIVES
PICTURES > WORDS: STORYBOARDING AT EBAY 49
50. AS YOU DRAW, ASK THESE QUESTIONS:
PICTURES > WORDS: STORYBOARDING AT EBAY 50
Who is the user/customer?
• What’s most important to them?
• What are they trying to do / What do they want to do?
• Does the user have any fears/obstacles?
What’s the problem that we’re solving for the user?
• What do they need to know before trying this?
• What are their motivations and needs? What’s at stake?
What’s in it for them? (benefits)
• Why would they click the button/download / sign up?
• How are we making their lives better/easier/simpler?
• What happens if they don’t use this?
• What would they do instead?
51. AS YOU DRAW, ASK THESE QUESTIONS:
PICTURES > WORDS: STORYBOARDING AT EBAY 51
How is this different/better than similar services / experiences
from other companies? (differentiators)
• Why would they choose this?
• Why would they opt to not try this?
What if something goes wrong?
• What can they do to fix things?
• What will they see next? / What will happen?
• Where can they get help?
These questions can provide
clarity of purpose and help to create
a shared vision for your project
53. KEEP YOUR STORY SHORT
53
Your story should be limited to 10-12 panels or less if possible.
If it needs more panels, consider breaking story into segments.
54. SHOWING IT > SAYING IT
54
Let the pictures tell the story.
If you removed the captions, would it still make sense?
55. KEEP CAPTIONS SHORT AND SIMPLE
55
Captions should be simple, easy to skim. Too much text = visual clutter
56. LIMIT YOUR COLOR PALETTE
56
Use color selectively to emphasize important things, communicate
differences, or convey emotions. Too many colors can be distracting
57. LEFT TO RIGHT, TOP TO BOTTOM
57
Give the reader a predictable, intuitive path to read your story.
Don’t leave them wondering what to look at next.
58. PICTURES, NOT PERFECTION
58
Speed, simplicity and clarity is more important than making “perfect”
pictures. It doesn’t have to be beautiful/detailed to communicate ideas.
59. SKETCHING ISN’T ALWAYS THE ANSWER
59
It’s difficult to draw what you don’t
understand / can’t visualize
Beware of situations where the
speakers are using a lot of
unfamiliar or complex/industry-
specific
terms/acronyms/concepts
Know your audience
Sometimes a “cartoon”/“comic”
isn’t appropriate when the topic
is serious / politically sensitive.
It can feel “cutesy,”
disrespectful / un-businesslike
in some situations
67. 67
READ ALL ABOUT IT: Drawing for Meetings & UX
BRANDY AGERBECK
The Graphic
Facilitator’s Guide
DAVID SIBBETTS
Visual Meetings
DAN ROAM
The Back of the Napkin
KEVIN CHENG
See What I Mean
SUNNI BROWN
The Doodle Revolution
JEANNEL KING
Draw Forth
68. 68
READ ALL ABOUT IT: Drawing, Comics, and Sketchnotes
SCOTT McCLOUD
Understanding Comics
Making Comics
ED EMBERLEY
Drawing Books
MIKE ROHDE
The Sketchnote Handbook
The Sketchnote Workbook
MARTIN HAUSSMAN
Biklablo
JESSICA ABEL & MATT MADDEN
Drawing Words and Writing Pictures
Mastering Comics
69. 69
MORE WAYS TO LEARN: Workshops and classes
IFVP
Professional group for graphic
facilitators
http://ifvpcommunity.ning.com/
THE GROVE
graphic facilitation classes
and books
www.grove.com
CENTER FOR GRAPHIC FACILITATION
Blog and online drawing classes
http://www.graphicfacilitation.blogs.com
VERBAL TO VISUAL CLASSROOM
Blog and online drawing classes
http://www.verbaltovisualclassroom.com/
Hi, I'm Deb Aoki.
By day, I'm a “senior information experience designer” at Citrix, which is a fancy way of saying that I’m basically a hybrid of a content strategist, a user experience designer, and a storyteller.
But I also have another life: I draw comics.
Throughout high school and college, I drew comics for my friends, then for my high school and college newspapers, then for various "alternative" newspapers, then eventually a "mainstream" newspaper, The Honolulu Advertiser, which is now the Honolulu Star-Advertiser. My comic strip Bento Box has been featured in The Advertiser since 1996.
I'm also a semi-professional nerd. I write about manga (Japanese comics) for Publishers Weekly, Anime News Network, and my own site, MangaComicsManga.com.
For many years, my day job has been mostly about writing – I've worked at Microsoft/MSN, Ogilvy and Mather, Kaiser Permanente, Disney Store, Citysearch and Art.com, mostly as a web / marketing writer. Drawing was just something fun I did on the side.
Then in 2007, I started work at eBay. That's where I found out that my super-fun, kinda-nerdy hobby of drawing comics could be useful in my day-to-day work in the user experience design.
In the process of being a content strategist at eBay, I found myself using drawing more and more to communicate and collaborate with my team members.
Then I got my job at Citrix. And that’s when my day-to-day work became more about drawing than writing. I do a lot of things at Citrix, but mostly, I guess you could say I’m someone who helps them tell stories.
Here's why storyboarding can be more effective than just dry powerpoint decks with pie charts, bulletpoints and screenshots:
There are lots of reasons to draw pictures.
It helps to focus the attention on human needs and concerns, rather than the technology / business needs or limitations.
When I do sketchnoting/graphic facilitation and draw/write what participants say, they feel heard and understood.
Visuals are very memorable! And can help spark others creativity
It’s more fun – it’s way more engaging to see pictures than just a screen full of text and bulletpoints.
It communicates ideas quickly and powerfully. Pictures can convey ideas more concisely than just text.
Universally understandable - Pictures can make information easier to digest, especially when you're presenting to people for whom English is not their first language.
Provides ‘big picture’ perspective. Too often, stakeholders get focused on “their part” of the project/product. By pulling back, and looking at the whole end-to-end user experience, it can help everyone get on the same page about goals and key messages
Persuasive –Describing customer pain points is different than showing a customer looking lost, frustrated or angry. Pictures like this create empathy for the customer, inspires immediate action
Faster and cheaper than coding - Drawing offers a quick way to hash out ideas and get rough concepts in front of users, rather than designing detailed page mockups/wireframes, or wrestling code to create clickable prototypes for testing.
Captures attention. Cuts through powerpoint clip art fatigue to get noticed and understood
Check the end to end experience for gaps, potential issues – By following what the user sees / goes through from end to end, you can often identify gaps / things that would otherwise be missed when stakeholders/team members focus on looking at the project based on their scope of responsibility.
If you can’t illustrate it, maybe it doesn’t make sense. A lot of times, tech / business team members fall back on terminology to explain things than really explaining what something is, how it works, how it impacts the user in specific ways. If I can’t visualize it, that means I don’t understand it and I can’t draw it. Asking questions so I can draw a picture of the situation can be a useful technique to provide a “gut-check”/”reality check for a project.
Emphasis on the customer experiencde. By telling the story from the customer’s point of view, it shows that the concerns you’re raising are on the customers’ behalf, not your agenda/personal opinion
Get the team on the same page - Pictures can help confirm a shared understanding, or point out areas/issues that need to be discussed and resolved.
It encourages participation. Pictures can convey ideas more concisely than just text. Pictures also inspires people to chime in / participate because they’re playful / not “final” ideas
Gets you in the room earlier. As your colleagues recognize the value of what you’re doing, you’ll be invited to be a part of the ideation process earlier in the development cycle.
There are a couple of different ways we use drawing/storyboarding at eBay:
To brainstorm ideas – or to refine concepts
Believe it or not, eBay did not have a shopping cart on our site for many years. We have a lot of different sellers, that each accept different payment methods, offer different shipping options, and on and on. It was so complicated that several teams tried several times to do it, and gave up.
So we had a bunch of brainstorming sessions to try to wrap our heads around the problem and possible solutions – and sketching was a big part of getting everyone on the same page.
Brainstorming: customer journey mapping – This is an example of a workshop where I met with various stakeholders from the business, design and technical development groups to map out what the various touch points / stages that a customer would go through as they become aware of Citrix Workspace Services through trying it, then buying it, then installing/troubleshooting it, and then on to being a loyal/happy user of the product (or not).
I initially drew the steps on colored post it notes, then refined them onto more finished drawings on index cards, and taped them on a white board to show the steps on a timeline. We used colored dots to indicate happy/unhappy moments and crucial decision points.
This allowed us to move steps around, add/remove/edit steps, and later present and discuss them.
Paint a big picture – shopping cart
This shows the buyers’ shopping ‘journey’ – as they go from ‘just browsing’ to ‘let me throw my money at you, eBay!” I wanted to show where the various pages were on the ‘intent to buy’ spectrum, and how things like merchandising and promotions can distract a user at that moment when they are ready to buy.
Note the colors on the arrow – Blue indicating a “cool” mood, when the shopper is “just looking” to Green, when the shopper is ready to checkout and pay.
Paint a big picture – Thanksgiving 2012
We did this about… 2 years ago. We had a lot of new projects / improvements on our product roadmap, but eBay being eBay, a lot of times, it’s hard to see the forest for the trees. That is, everyone focuses on their own project and doesn’t see how it impacts users as a whole.
The story was about an eBay employee who goes home for Thanksgiving dinner, and gets bombarded with questions and complaints from his relatives about eBay.
Then we pick up the story 2 years later, when he returns for Thanksgiving, and all his relatives tell him about their recent good experiences shopping on eBay. Everyone’s happy except the skeptical uncle… who comes around by the end of the story.
The artwork was converted to vector format, so it could be blown up, and the monochrome characters were laid out over the color pages, so they’d pop.
The entire story was presented as a skit at the company meeting, and distributed as a printed comic book.
How it works: Green Box
Green box is a program where eBay teams up with the USPS to offer sturdy, reusable boxes to sellers that are delivered to the seller, then later returned to the post office, or simply used again.
This diagram uses the red boxes to show the seller’s part of the process, the blue boxes illustrate the buyer’s role, and the green arrows and box show the progress of the box.
We used this diagram to show at a glance how the product would work at a new product idea fair. The idea won the top prize that year, and was eventually made into a real product at eBay.
How it works: XenMobile storyboard
For the Fall 2013 release of XenMobile, I worked with the product managers and marketing department to create this 2-page comic strip showing how a user could use the new features in XenMobile.
This comic strip was featured on the Citrix Xenmobile website:
http://www.citrix.com/products/xenmobile/overview.html
UNDERSTAND CUSTOMERS: user personas - Another way I use sketching is to create quick user personas – to put a face on the different types of people who use a product/service.
In this case, this was for CubeFree, an app designed to be used by mobile workers who work from cafes/shared workspaces. Needed to represent the workers, the workers’ managers/employers, the café owners, and the citrix product teams.
Brainstorming: user personas – Here’s another example of user personas – this was for GoTo Meeting, to show the different personality types / needs of users
I try to show the personality traits in their facial expressions, body language. I also try to vary the ages, ethnicities, etc. to show diversity whenever possible.
Understanding Customers – Here’s one page of a sketch I did of a conversation at our Executive Briefing Center at Citrix.
By sketching what our customers were telling us, it was a way for us to show that we REALLY listened to what they had to say, and a way to share these insights with our sales and product development organization.
Illustrate pain points: shopping cart
One unique aspect of using a shopping cart on eBay is that many of the items on sale are one-of-a-kind, or available in very limited quantities. But we also couldn’t reserve items if someone put it in their cart – the items had to remain available to other buyers.
So I used the metaphor of someone going tot the supermarket to buy cereal – he puts the cereal in his cart, then he remembers he needs milk. So while he’s looking at his milk, someone snatches his cereal away and buys it before he does.
Illustrating the problem by using everyday, non-website situations really helped us to see how these situations would be really frustrating to users.
Illustrate pain points: too many buttons
One thing that happens in eBay is that we offer our users a lot of different ways to buy something or save it for later. So one of the by-products of that is a page with a lot of buttons!
Quite often, we design based on what our one improvement/change would look like on the site – but often, we don’t take into account the cumulative effect of many changes made by many teams to the same page.
This page was part of a story about a user who hears about a cool thermostat, then tries to go to eBay to buy it – and along the way, is confronted with a dizzying array of choices.
Sell an idea – Student accounts
This is a one-page summary of an idea presented at another new product fair.
It’s kind of crowded, but it explains the how, why and how it works of this particular product in one page.
Sell an idea – Cubefree
This is a simple storyboard presentation for Cubefree, a Citrix Innovation project created by a small team of designers/devs. It’s a mobile app that helps mobile workers find cafes/shared workspaces nearby to work in, see ratings of a café’s wifi, noise level, crowds/seat availability, share a table with a friend, share ratings with other users, and be invited to try other Citrix mobile work apps like GoTo Meeting.
This presentation helped the team get further funding to develop and market the app. It’s now available on the Apple App store.
http://www.citrix.com/go/cubefree.html
Test a concept – Group Gifts
This was part of a series of four concepts for holiday promotions that we put in front of focus groups in the US and UK.
Rather than have them look at page mocks, we drew stories that showed real life situations where people would use the product and why.
To our surprise, this particular concept, group gifts ended up being the idea that resonated best with users. They could see themselves doing the things shown in the storyboard – that’s something that wouldn’t have been as immediately apparent or understandable to the users if we just showed them a series of page mock-ups.
Test a concept – Go Together
This was another early concept we put in front of users that helped determine the development of this product.
In this case, Go Together was geared to make it easier for friends to buy tickets for a concert or sports event as a group, and get seats together, and get reimbursed easily.
We couldn’t decide if it would make more sense to have the primary ticket buyer buy the tickets first, and then try to get reimbursed later, or to wait to get the monies first before buying the tickets.
These quick illustrations of the pros and cons of each scenario were put in front of users who were asked which tradeoffs (pay first/worry about being reimbursed later vs. get reimbursed first, then buy tickets later) made the most sense to them.
There are a couple of different ways we use drawing/storyboarding at eBay:
Body language
Sometimes you don’t even need a facial expression to show what’s happening, what the mood or action is
The five rangers! The red one is always the leader, the blue one is the quiet but effective 2nd in command. Yellow ranger is the comic relief. Green ranger is the young, eager one, while pink ranger is always the chick. Shotaro Ishinomori tapped into the simple language of color to convey different personalities.
Use color in your sketching to convey different concepts. For example, I use red for emphasis or error conditions, green = money, success / happy paths, etc.
Colors to differentiate personas
Gender – pinks/purples/red/orange can be used to indicate female, blues/greens can be used to indicate male
Pastels can indicate babies / youth / cuteness
Use colors associated with the group – for example, Green for army, blue for navy
Simply use different colors to show different/rival groups of people. You can emphasize their differences by giving them different shaped heads
Solids/Open – Need to show differentiation within a group? Try solids and open versions
Nationality – make use of flag colors/designs to show people from different countries
Use company colors and logos to indicate players from different companies. Here’s Citrix “C” / Apple / Google
Colors to differentiate personas
Used different colors to indicate different groups of stakeholders in Citrix content creation.
Purple = product manager
Dark Blue = Technical / Developers / Architects
Red = Content Strategy / Technical Writers
Green = Marketing / Sales
Aqua = Worldwide Readiness / Technical/Customer Support / Education
Colors to show different user flows
This was a diagram I created to show how customers and various Citrix employees would interact at one of our trade show events.
Color to convey emphasis, emotions
Red is an eye-catching color that can draw attention to important things, show emotions like anger or love, or can show a “stop” or “no” sign to show that something is not allowed
Blue is a peaceful color that can be used to show dreaminess, seriousness, water, depression, air, etc.
Green is good for money / success / “go”
Yellow can be happy, show illumination, or can show caution
Different colors / different perspectives
This is a storyboard illustrating Citrix Workspace Services, a cloud-based service that allows IT admins to create virtual desktops quickly from the cloud instead of installing it on onsite servers.
The blue boxes indicate the point of view of the IT admin.
The purple boxes indicate the point of view of the end user, a new manager who needs to have her desktop available quickly when she’s hired, and later, to get desktops created for contract employees quickly, then later removed when the contractors’ projects end.
Who is the customer?
Identify their needs, their limitations, their hopes/desires, their fears
What is the problem we’re trying to solve?
Ask why we’re creating the solution, and really ask if we’re solving an actual user need, vs. pushing something that is technically feasible or something that only has benefits for the business
Understand the motivations for the user. Are we really making their lives easier/letting them do something faster, cheaper, etc? If they didn’t have this, would they be able to accomplish the same things faster/easier/cheaper?
How is this different than our similar services?
Your product/service doesn’t exist in a vacuum. Customers will be comparing it with other ways to solve the same problem. How does your product/service measure up? What makes your product/service more compelling/better than the competition?
What if something goes wrong?
Ask what the user should do if they have any problems or questions. Have we provided an intutive way for them to self-help/ solve their problems on their own? Where can they get help?
Asking these questions early in the design process can help iron out potential issues up front, and provide clarity and focus later as you write content
There are a couple of different ways we use drawing/storyboarding at eBay:
Keep it short and simple if possible – remember that people’s attention spans are finite. Keep your story concise, and mercilessly edit out steps/panels if it isn’t essential to telling your story / conveying important info.
Stick to one idea / action per panel if possible.
This one is for “Snap Support” an app that lets users ask for tech help using their phone / camera to communicate with a support tech.
Showing it is greater than saying it – Let the pictures tell the story whenever possible. If you removed the captions, would it still make sense?
Short text – keep captions short and easy to skim. Giving the reader too much text to digest slows down the story, makes it harder to understand. It also creates visual clutter. Shorter text is more powerful, easier to digest, makes the content more memorable
Limit your color palette – Resist the urge to use every color in your story. Selectively used color can draw the eye to important things.
Too much color = the viewer doesn’t know where to look. Color can also be used as way to heighten emotion, convey information. Use it thoughtfully.
I usually stick to one ‘emphasis’ color, a complementary/support color in a lighter tone, and the rest in blacks and greys.
I tend to use minimal colors when I use screenshots in a story, so that the screenshots “pop” – have greater emphasis than the pictures.
Left to right / top to bottom – in general, reading comics is like reading text. People are used to reading from left to right, from the top left corner to the bottom right corner. Don’t confuse readers by making a complex layout.
Japanese comics are right to left, but since we’re mostly talking about western/English audiences, don’t worry about it.
Speed and clarity is greater than perfection – Don’t get too caught up in drawing ‘perfect’ pictures!
Sketching isn’t always the answer
I’ve been put in situations where I’ve been asked to draw during meetings when I had no idea what the speakers were talking about. It’s really hard to interpret concepts into pictures when you don’t know what’s being said.
I’ve also encountered situations where the people I’m working with are so used to talking in tech or business lingo that they simply can’t break things down into “human” terms / point of view unless I spend a lot of extra time trying to prod them to provide “real world” examples, or explain things in “plain english” in a way that I can grasp what they’re really saying well enough to interpret what they’re saying into drawings
If it’s a more collaborative setting where I can stop the speaker and say “can you explain what you mean by that?” or “can you give me an example?” without holding up the flow of the meeting, then I can usually get by.
You don’t want to be in a situation where you’re slowing things down unnecessarily. In those cases, it’s better to spend more time listening and asking questions later than interrupting the flow of the discussion.
Know your audience: sometimes a sketch can feel too “cutesy” and “gimmicky” in certain situations. Comics are sometimes thought of as “kid stuff” and can feel inappropriate in certain situations.
Remember, it’s not about you creating a “work of art” that only you can understand and appreciate. If it doesn’t help you communicate and collaborate with your team, then it’s probably a good idea to put down your pen and wait for another opportunity to use your drawing skills.
Brainstorm / sketch
Usually, the first thing I do when I get asked to do a visualization/storyboarding project is get the key people in the room, and start brainstorming and sketching. At this point, my sketches are often very rough because it’s more important that I do it quickly and capture the ideas.
Write a script
After narrowing down the scenarios that need to be illustrated, I work on a script. Sometimes I’ll use storyboard sheets with blocks / lines for written text to block out the scenes.
It often helps for me to draw it out too, since there’s a limit to what you can cram into one panel – and that’s not always apparent when you write what you think will fit in a panel. I try to keep it to one idea per panel.
Draw rough sketches
Once I have a sense of the story, then I rough out what the panels will look like. The artwork is a little more finished than it was at the brainstorm stage, but not quite polished – this lets people know that they can still feel free to offer comments / suggestions for changes w/o feeling like they’re making me “go back to the drawing board.”
If I’m working collaboratively, I can also do this on index cards or post it notes so I can move / add / adjust the placement of the panels
Feedback / finalize
I always allow for a lot of back and forth to make sure that the story reads smoothly and is as concise and clear as possible.
Adapt to vector art or vertical/geographical variations
Depending on how the illustrations/storyboards will be used, I’ll sometimes do variations.
For example, if it’s going to be blown up into large-scale/poster-sized presentations, then I’ll adapt the illustrations into vector line art with Illustrator.
Other types of variations can include adapting the story for different verticals (fashion, tech, motors) or different geographies (europe, asia, etc.)
Suggested Reading
The Graphic Facilitator’s Guide by Brandy Agerbeck
Visual Meetings by David Sibbetts
The Back of the Napkin by Dan Roam
See What I Mean: How to Use Comics to Communicate Ideas by Kevin Cheng
The Doodle Revolution by Sunni Brown
Draw Forth by Jeannel King
Suggested Reading
Ed Emberly’s Drawing Books – Make A World and Faces
Understanding Comics and Making Comics by Scott McCloud
Bikablo by Martin Haussman
The Sketchnote Handbook and The Sketchnote Workbook by Mike Rohde
Drawing Words and Making Pictures by Jessica Abel and Matt Madden
Mastering Comics by Jessica Abel and Matt Madden
Classes and Organizations
The Grove teaches graphic facilitation classes at the Presidio in SF. They also have lots of books and tools for graphic recorders. It’s founded by David Sibbett, who wrote “Visual Meetings”
The Verbal to Visual Classroom offers self-guided online classes, along with videos and guided assignments for a fairly reasonable price
International Forum of Visual Practitioners is a professional group for graphic facilitators and recorders. They have an annual conference where they share ideas and techniques, and a directory where you can find and hire a graphic recorder/facilitator.
The Center for Graphic Facilitation offers a one-stop shop for other classes, books and blogs about graphic facilitation.