Drawing Product Ideas

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Explore straightforward drawing skills to help you communicate product ideas exponentially faster than you could with text.

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Do you build digital products?
This is for you!

Drawing is an essential part of the product design and development process. It can help you develop your own ideas, improve collaboration with teammates and ultimately enable you to create better products.

The truth is anyone can draw

In Drawing Product Ideas: Fast and Easy UX Drawing for Anyone, RSA Fellow and Google Design Lead Kent Eisenhuth delivers a new and exciting guide to effectively communicating product ideas by drawing just two simple things: boxes and lines. In the book, you'll discover how to build your drawing toolkit by exploring your own personal drawing style.

Using over 300 drawings, the book highlights techniques for connecting your drawings to rich stories about your products, services, and customers.

Why does this matter?
Why not just use AI or
digital design tools?

Starting with drawing instead digital tools

Design tools will always come and go, but the act of making marks on paper gives designers the time they need to think about their ideas on a deeper level. The fidelity of the drawing invokes the right feedback from peers, especially early on in the design process when finer visual design details like typefaces and colors do not matter.

Drawing is a staple in design workshops

According to Carolyn Knight and Stephen Hassard, PhD, leaders of Google's design sprint program, some form of drawing is used in nearly every design sprint. Oftentimes, the people creating these drawings are not designers, but engineers, product managers, researchers, and other subject matter experts.

Drawing in the age of AI

In this new age of mainstream AI, drawing is going to play an important role. Whether using a sketch to generate a fully functioning website, or brainstorming ways in which AI can be leveraged in your own product or service, drawing can help your team determine how to best integrate AI into your processes and products.

Who is this for?

  • Engineers
  • Designers
  • Researchers
  • Product managers
  • Subject matter experts
  • Founders
  • UX writers

A systematic approach to UX drawing

1. Break it Down

Explore a set of common UX drawings used throughout the product development process. Understand the common symbolism in these drawings, and then break them down into a set of basic shapes and marks that anyone can draw.

2. Build Your Visual Library

Build a visual library of your own basic symbols and icons that you can draw almost effortlessly. Combine them like Lego bricks to create any UX drawing of a process, service, screen, or pattern.

3. Tell a Story

Tell a story about your product idea by arranging a variety of your UX drawings. Create your own perspective one that shows a depth of thinking yet is grounded in real-world constraints.

Reviews & Praise

"At the center of the Venn Diagram that contains Leonardo da Vinci’s sketchbooks, Buckminster Fuller’s drawings, and Google UX, there sits Kent Eisenhuth. Like Leo and Bucky, Kent knows that drawing is the secret sauce to defying experience complexity and driving user change. In this incredibly useful book, Kent teaches you how to make drawings that make a difference."

Dan Roam, author of The Back of the Napkin

"This book is a great reminder for any problem solver that starting with drawings can help us clarify key concepts, they allow us to iterate quickly, and they provide an alternative way to communicate ideas which promotes inclusion."

Jen Kozenski Devins, Director of Accessibility UX, Google

"Eisenhuth’s book starts from the non-artistic, functional thinking part of your brain to get your digital product or service business idea right. And he then walks you through how to take that vision and communicate it to all the stakeholders you’ll need to convince, guide, and lead to victory."

John Maeda, Vice President of Design and AI, Microsoft

Kent E. Eisenhuth, Author

RSA Fellow; Staff UX Designer and Data Visualization Lead, Google

A Fellow of the Royal Society of Arts and author of Drawing Product Ideas, Kent has developed visual languages that improve collaboration, comprehension and decision making across a wide array of Google products including Fitbit, Google Cloud and Alphabet’s Loon. Kent leads Google’s Data Accessibility program. He previously led Google Cloud’s Data Visualization Program, and co-authored the data visualization specs for Material Design.

Kent's work and ideas have appeared in many publications, including Fast Company, TechCrunch, The Guardian, and Smashing Magazine. He has also presented talks and ideas at many conferences, such as IxDA's Interaction, The Israeli Visualization Conference, SXSW, UXDX, and he is a frequent guest lecturer at several universities in the United States.

Foreword by Manuel Lima

RSA Fellow, TED Speaker, Author

Manuel is a fellow of the Royal Society of Arts and nominated by Creativity magazine as “one of the 50 most creative and influential minds of 2009”. Manuel has published several of his own titles, including The Book of Trees, The Book of Circles, Visual Complexity and The New Designer.