A/B Testing
Statistically compare different designs.
AEIOU
Activities, Environments, Interactions, Objects, and Users.
Affinity Diagramming
Visually cluster observations and insights from research.
Artifact Analysis
Examine an object to understand how material, aesthetic, and interaction affect physical, social, and cultural contexts.
Automated Remote Research
Statistical collection of user behavior to identify usability painpoints and enhancements.
Backcasting
Looking backward in time from an assumed set of circumstances in a future time, to better understand what could lead there, in order to explore appropriate intervention.
Behavioral Design
The intentional use of design to influence people’s behavior, translating insights from different disciplines into design techniques applicable to interfaces, products, services, and environments.
Behavioral Mapping
Behavioral mapping is used to systematically document location-based observations of human activity, using annotated maps, plans, video, or time-lapse photography.
Blockbusting
Tactics to remove hinderances to problem solving and broaden creative thinking.
Bodystorming
Bodystorming situates brainstorming in physical experience, combining role-playing and simulation to inspire new ideas and empathic, spontaneous prototyping.
Brainstorm Graphic Organizers
Beyond creating lists of new ideas and concepts, brainstorm graphic organizers help in the creation of new knowledge by visually structuring a deep dive into a problem space.
Brand Experience Workshop
Discussions about well-known brands and products to help create a shared vision about a new product experience before the design process begins.
Bull’s-Eye Diagramming
A method to prioritize a data set using a target diagram.
Business Origami
Business origami enables teams to paper-prototype the interaction and value exchange among people, artifacts, and environments in a multichannel system.
Card Sorting
When user comprehension and meaningful categorization is critical, card sorting can help clarify.
Case Studies
The case study is a research strategy involving in-depth investigation of single events or instances in context, using multiple sources of research evidence.
Civic Design & Policy
The promotion of new forms of grassroots citizen engagement in community and nonprofits, and design practice within public or government institutions.
Cognitive Mapping
Cognitive mapping is a visualization of how people make sense of a particular problem space. It is most effective when used to structure complex problems and to inform decision making.
Cognitive Walkthrough
Cognitive walkthrough is a method that evaluates whether the order of cues and prompts in a system reflect the way people cognitively process tasks and anticipate “next steps” of a system.
Collage
As inspiration for design teams, collage allows participants to visually express their thoughts, feelings, desires, and other aspects of their life that are difficult to articulate using traditional means.
Competitive Testing
Competitive testing is the process of conducting research to evaluate the usability and learnability of your competitors’ products.
Concept Mapping
Concept mapping is a visual framework that allows designers to absorb new concepts into an existing understanding of a domain so that new meaning can be made.
Content Analysis
Content analysis is the systematic description of form and content of written, spoken, or visual materials expressed in themes, patterns, and counted occurrences of words, phrases, images, or concepts.
Content Inventory & Audit
A content inventory tells you what your content is. A content audit makes recommendations as to what your content should be.
Contextual Design
Contextual design is a customer-centered process that makes the ways in which designers work concrete, explicit, and sharable so that every step is anchored in customer data and feels less like design “magic.”
Contextual Inquiry
Contextual inquiry is an immersive, contextual method of observing and interviewing that reveals underlying (and invisible) work structure.
Creative Matrix
A visual structure that helps generate a wide range of ideas at the intersections of various categories.
Creative Toolkits
Creative toolkits are collections of physical elements conveniently organized for participatory modeling, visualization, or creative play by users, to inform and inspire design and business teams.
Critical Incident Technique
Understanding how users experience your product at critical moments can help you optimize your designs for future users.
Critique
A central mechanism to advance the design process, inviting constructive feedback on concepts from teachers, clients, stakeholders, or peers.
Crowdsourcing
Crowdsourcing occurs when an undefined, large group of people (a “crowd”) voluntarily responds to an open call and completes tasks and microprojects.
Cultural Probes
Cultural probes are provocative instruments given to participants to inspire new forms of self-understanding and communication about their lives, environments, thoughts, and interactions.
Customer Experience Audit
Customer experience audits capture the day-to-day context in which people engage with your product or service.
Data Physicalization
Physical modeling to enable data and relationships to be visualized, experienced, and understood in new ways.
Data Visualization
The visual presentation of data to aid the discovery of important relationships among content and inform meaningful narratives that move people through information.
Design Charette
When superior design features and characteristics inspire subsequent rounds of ideas, the end result is more likely to be an optimized design solution.
Design Ethnography
Design ethnography approximates the immersion methods of traditional ethnography, to deeply experience and understand the user’s world for design empathy and insight.
Design Fiction
Design fiction is the creation and use of real-seeming hypothetical objects, and other media, to explore imaginary narratives and contexts.
Design Workshops
Design workshops are a form of participatory design consolidating creative co-design methods into organized sessions for several participants to work with design team members.
Desirability Testing
When there is disagreement about which design direction to pursue, desirability testing shifts the conversation from which design is “best” to which design elicits the optimal emotional response from users.
Diary Studies
Diaries or journals are guiding artifacts that allow people to conveniently and expressively convey personal details about their daily life and events to design teams.
Directed Storytelling
Directed storytelling allows designers to easily gather rich stories of lived experiences from participants, using thoughtful prompts and guiding and framing questions in conversation.
Drawing/Sketching
Drawing is a fundamental tool of design, used to document observations, creatively ideate, and visually communicate.
Elito Method
“Eli Toolbox” after design researcher and professor Eli Blevis. The Elito method is used to develop solid design arguments grounded in research observations and anchored to business directives.
Empathy Maps
A collaborative template that design teams can populate with user information to gain deeper insights into their customers.
Ergonomic Analysis
Ergonomic analysis provides an assessment of tools, equipment, devices, workstations, workplaces, or environments, to optimize the fit, safety, and comfort of use by people.
Evaluative Research
Evaluative research involves the testing of prototypes, products, or interfaces by real potential users of a system in design development.
Evidence-Based Design
Evidence-based Design is an approach that bases decisions for effective design on the implications of credible research and assessed outcomes, rather than sole reliance on intuition and anecdotal information.
Experience Prototyping
Experience prototyping facilitates active participation in design through subjective engagement with a prototype system or service, product, or place.
Experience Sampling
Experience sampling allows the designer to collect snapshots of behaviors, interactions, thoughts, or feelings from people who self-report in real time when signaled at random or timed intervals.
Experiments
Experiments measure the effect that an action has on a situation by demonstrating a causal relationship or determining conclusively that one thing is the result of another.
Exploratory Research
Exploratory research is defined by user and product studies, intended to forge an empathic knowledge base, particularly when designers may be working in unfamiliar territory.
Eyetracking
Eyetracking gathers detailed technical information on exactly where and for how long participants are looking—and not looking—when using an interface or interacting with products.
Flexible Modeling
Given a component kit of parts, users can provide insight into product or interface configurations as guiding information for designers.
Fly-On-The-Wall Observation
Fly-on-the-wall observation allows the researcher to unobtrusively gather information by looking and listening without direct participation or interference with the people or behaviors being observed.
Focus Groups
The dynamic created by a small group of well-chosen people, when guided by a skilled moderator, can provide deep insight into themes, patterns, and trends.
Gap Analysis
An approach aimed at creating effective learning experiences by effectively aligning problems and goals, highlighting design opportunities, and informing the ideation process.
Generative Research
Generative design exercises engage users in creative opportunities to express their feelings, dreams, needs, and desires, resulting in rich information for concept development.
Graffiti Walls
Graffiti walls provide an open canvas on which participants can freely offer their written or visual comments about an environment or system, directly in the context of use.
Heuristic Evaluation
An agreed-upon set of usability best practices can help detect usability problems before actual users are brought in to further evaluate an interface.
Highlight Reels
Short, curated videos that feature key pieces of participant feedback that can be easily shared with stakeholders and teams.
Horizon Scanning
A set of research approaches for seeking signs of potential change to come in one’s operating environment.
How We Might
To encourage the healthy exploration of ideas and potential concepts, start problem statements with “How might we…”
Image Boards
A collage of collected pictures, illustrations, or brand imagery can be used to visually communicate an essential description of targeted aesthetics, style, audience, context, or other aspects of design intent.
Importance-Difficulty Matrix
A charting mechanism for teams to reach consensus on design priorities and feature decisions according to value propositions.
Interviews
Interviews are a fundamental research method for direct contact with participants, to collect firsthand personal accounts of experience, opinions, attitudes, and perceptions.
KJ Technique
Developed in the 1960s by Jiro Kawakita, a Japanese anthropologist. One of the seven management and planning tools used in Total Quality Control. When the traditional meeting format fails to achieve group consensus, the KJ Technique can be used to help teams work through a problem space and prioritize what should be focused on first.
Kano Analysis
Not all product attributes are equally important to the customer. Use Kano Analysis to determine which product attributes have the greatest impact on customer satisfaction.
Key Performance Indicators
When you need to keep a pulse on critical success factors for your product or service, a few well-selected KPIs can keep you informed and guide you when you need to course-correct.
Laddering
A series of “Why…” questions used during interviewing to reveal the connection between a product’s obvious physical characteristics and the deeper, more profound personal values that it reinforces in a customer’s life.
Literature Reviews
Literature reviews are an integral part of academic papers, but are also a useful component of any design project, to collect and synthesize research on a given topic.
The Love Letter & The Breakup Letter
A personal letter written to a product often reveals profound insights about what people value and expect from the objects in their everyday lives.
Mental Model Diagrams
People tend to behave in ways consistent with dearly held beliefs. The mental model diagram can help you articulate root causes behind behaviors and develop solutions that deeply resonate with people.
Metaphors
Designers can use metaphors to investigate how people understand concepts, help them understand in new ways, and generate new ideas.
Mind Mapping
When a topic or a problem has many moving parts, mind mapping provides a method of visually organizing a problem space in order to better understand it.
Observation
A fundamental research skill, observation requires attentive looking and systematic recording of phenomena—including people, artifacts, environments, events, behaviors and interactions.
Parallel Prototyping
Simultaneously exploring multiple design opportunities can help teams keep from fixating on a design direction too early, improve the nature of design critiques, and lead to more effective design results.
Participant Observation
Participant observation is an immersive, ethnographic method for understanding situations and behaviors through the experience of membership participation in an activity, context, culture, or subculture.
Participatory Action Research (PAR)
PAR is a cyclical, collaborative research process that seeks to intentionally change the community or other aspects that are the focus of the inquiry
Participatory Design
Participatory design is a human-centered approach advocating active user and stakeholder engagement throughout all phases of the research and design process, including co-design activities.
Personal Inventories
Personal inventories allow the designer to see and understand the relevance of objects in a user’s life from the participant’s point of view, to inspire design themes and insight.
Personas
Personas consolidate archetypal descriptions of user behavior patterns into representative profiles, to humanize design focus, test scenarios, and aid design communication.
Photo Studies
Photo studies invite the participant to photo-document aspects of his or her life and interactions, providing the designer with visual, self-reported insights into user behaviors and priorities.
Picture Cards
Picture cards contain images and words that help people think about and tell true stories of their life experiences, grounded in context and detail.
Prototyping
Prototyping is the tangible creation of artifacts at various levels of resolution, for development and testing of ideas within design teams and with clients and users.
Questionnaires
Questionnaires are survey instruments designed for collecting self-report information from people about their characteristics, thoughts, feelings, perceptions, behaviors, or attitudes, typically in written form.
Rapid Iterative Testing & Evaluation (RITE)
RITE is a powerful formative usability inspection method that helps teams identify and remove major problems in an interface early in the design process before costly prototypes are built.
Remote Moderated Research
Remotely observing users completing tasks on their own electronic devices can reveal rich insights into contexts of use that cannot be replicated in a controlled lab environment.
Research Through Design
Research through design recognizes the design process as a legitimate research activity, examining the tools and processes of design thinking and making within the design project, bridging theory and building knowledge to enhance design practices.
Role-Playing
Acting the role of the user in realistic scenarios can forge a deep sense of empathy and highlight challenges, presenting opportunities that can be met by design.
Rose Thorn Bud
A method used to identify elements of a design system that are working well, working poorly, and emerging as possibilities yet to be explored.
Scenarios
A scenario is a narrative that explores the future use of a product from a user’s point of view, helping design teams reason about its place in a person’s day-to-day life.
Secondary Research
Secondary research consists of information collected and synthesized from existing data, rather than original material sourced through primary research with participants.
Semantic Differential
Semantic differentials can help reveal “felt” meanings that are a direct product of one’s experiences, culture, and dearly held beliefs.
Service Blueprint
A visual representation allowing the designer and co-creators to share a bird’s-eye view of an existing or proposed service.
Service Design
A contextual and temporal systems approach for understanding, envisioning, planning and regulating services by engaging in co-creative processes with stakeholders.
Shadowing
Shadowing provides key insight into a participant’s activities and decision patterns as the researcher follows him or her closely throughout his or her daily routines.
Simulation
Simulation exercises are deep approximations of human or environmental conditions, designed to forge an immersive, empathic sense of real-life user experiences.
Site Search Analytics
Analyzing the words and phrases entered into a site search gives organizations insight into what people are looking for, which is an opportunity to evaluate how well site content meets those needs.
Speed Dating
When people compare multiple design concepts in quick succession, design teams can learn how people react to new technology while also taking into account existing contextual and social factors.
Stakeholder Maps
Stakeholder maps help to visually consolidate and communicate the key constituents of a design project, setting the stage for user-centered research and design development.
Stakeholder Walkthrough
Stakeholder walkthroughs bring end users, stakeholders, and the design team together to evaluate early prototypes, providing actionable recommendations for improvements and building empathy.
Storyboards
Storyboards provide a visual narrative that generates empathy and communicates the context in which a technology or form factor will be used.
Surveys
Surveys are a method of collecting self-reported information from people about their characteristics, thoughts, feelings, perceptions, behaviors, or attitudes.
Swimlanes
Swimlanes are deliverables that visualize the activities of multiple actors in a flow of events and prove that a holistic perspective is greater than the sum of its parts.
Task Analysis
Task analysis breaks down the constituent elements of a user’s work flow, including actions and interactions, system response, and environmental context.
Territory Maps
Territory maps are visual artifacts that represent the shared focus of the design team for anticipated design activities, including the identification of suggested stakeholders.
Thematic Networks
Building a thematic network is a step-by-step process that helps to identify, organize, and connect the most common themes in rich, qualitative data.
Think-Aloud Protocol
Think-aloud protocol is a method that requires participants to verbalize what they are doing and thinking as they complete a task, revealing aspects of an interface that delight, confuse, and frustrate.
Time-Aware Research
Intercepting people at the precise moment they choose to complete a task provides keen insight into how they accomplish self-directed goals.
Touchstone Tours
The guided tour is designed as a conversation that uses artifacts and the environment as touchstones for questions and insights.
Transition Design
Design for systems-level change, addressing large scale problems to catalyze societal transitions toward more sustainable and desirable futures.
Tree Testing
A test of the organization and discoverability of content on a site by evaluating a text-based structure rather than a fully developed user interface.
Triading
Triading is an interviewing technique that reveals deep-seated attitudes, perceptions, and feelings toward brands, products, and services.
Triangulation
Triangulation is the convergence of multiple methods on the same research question, to corroborate evidence from several different angles
Unobtrusive Measures
Unobtrusive methods are used to acquire information without direct contact with participants, through nonreactive physical traces, archives, and observations.
Usability Report
The usability report is informed by empirical evidence, helping teams decide whether a product is usable enough to release, or needs revision and further testing with more participants.
Usability Testing
Usability testing focuses on people and their tasks, and seeks empirical evidence about how to improve the usability of an interface.
User Journey Maps
A user journey map is a visualization of the experiences people have when interacting with a product or service, so that each moment can be individually evaluated and improved.
Value Opportunity Analysis
Value opportunity analysis maps the extent to which a product’s aspirational qualities align to people’s idealized lifestyle or fantasy version of themselves.
Value-Based Assessment
An exploratory interview technique that structures discussion of “preference” by assessing concepts based on participants values.
Web Analytics
Web analytics are a gateway for your organization to become deeply invested in what your customers are doing online, and why.
Weighted Matrix
Once your team has generated multiple design concepts, a weighted matrix can help identify and prioritize the most promising opportunities.
Wizard of Oz
In the Wizard of Oz technique, a researcher (the "wizard") simulates system responses from behind the scenes, while a participant engages with a system that appears to be real.
Word Clouds
Word clouds are a method of information visualization that organizes text-based content into interesting spatial arrangements.