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INTRODUCING DESIGN METHODS
Design Methods into three categories:
Discover, Define and Develop
Discover
1. Creating a project space
2. Observation
3. User diaries
4. Being your users
5. Brainstorming
6. Fast visualization
7. Choosing a sample
8. Quantitative surveys
9. Secondary research
10. Hopes and fears
Define
1. Assessment criteria
2. Comparing notes
3. Drivers and hurdles
4. Focus groups
5. Customer journey mapping
Develop
1. Character profiles
2. Scenarios
3. Role playing
4. Blueprinting
5. Physical prototyping
Discover
1. Creating a project space
2. Observation
3. User diaries
4. Being your users
5. Brainstorming
6. Fast visualization
7. Choosing a sample
8. Quantitative surveys
9. Secondary research
10. Hopes and fears
Creating a project space
What is it?
•organise project materials, work and meet.
What is it useful for?
•make sense of large amounts of information, keep it organised,
give your project visibility and communicate the story of your
project to others.
How can I do it?
•dedicated project zone, stimuli.
•comfortable space to work
Discover
1. Creating a project space
2. Observation
3. User diaries
4. Being your users
5. Brainstorming
6. Fast visualization
7. Choosing a sample
8. Quantitative surveys
9. Secondary research
10. Hopes and fears
Observation
What is it?
Watching people as they interact with products, services and
environments and identifying areas where problems occur.
What is it useful for?
To make general observations of something that already exists.
movement in shopping centre, or how people in the street use their
mobile phones
How can I do it?
Pick your scenario and record your observation with photos or
video.
Discover
1. Creating a project space
2. Observation
3. User diaries
4. Being your users
5. Brainstorming
6. Fast visualization
7. Choosing a sample
8. Quantitative surveys
9. Secondary research
10. Hopes and fears
User diaries
What is it?
Supplying users with diaries or asking them to record pictures,
video or audio.
What is it useful for?
Gaining insight into the lives of your users, particularly patterns
of behaviour.
How can I do it?
Supply users with a diary and ask them to keep a written record
of their impressions, circumstances and activities related to the
relevant aspects of their lives.
Discover
1. Creating a project space
2. Observation
3. User diaries
4. Being your users
5. Brainstorming
6. Fast visualization
7. Choosing a sample
8. Quantitative surveys
9. Secondary research
10. Hopes and fears
Being your users
What is it?
A method to put yourself in position of your user.
What is it useful for?
Building understanding of and empathy with the users of your
product, service or environment.
How can I do it?
Identify your target user group, then carry out research to
identify user scenarios and typical tasks users undertake.
Discover
1. Creating a project space
2. Observation
3. User diaries
4. Being your users
5. Brainstorming
6. Fast visualization
7. Choosing a sample
8. Quantitative surveys
9. Secondary research
10. Hopes and fears
Brainstorming
What is it?
Brainstorming is a method to enable a team to work together to
generate ideas quickly and effectively.
What is it useful for?
Generating ideas quickly in response to a problem.
How can I do it?
Keep the ideas flowing, be responsive and keep trying to
approach the problem from different viewpoints.
Discover
1. Creating a project space
2. Observation
3. User diaries
4. Being your users
5. Brainstorming
6. Fast visualization
7. Choosing a sample
8. Quantitative surveys
9. Secondary research
10. Hopes and fears
Fast visualization
What is it?
Generating quick sketches of your ideas.
What is it useful for?
Visualising ideas will make them easier to understand and
modify, and will in turn stimulate new ideas.
How can I do it?
Sketch ideas during a group brainstorm. The drawings don't
need to be perfect: they only need to have just enough detail to
communicate the idea.
Discover
1. Creating a project space
2. Observation
3. User diaries
4. Being your users
5. Brainstorming
6. Fast visualization
7. Choosing a sample
8. Quantitative surveys
9. Secondary research
10. Hopes and fears
Choosing a sample
What is it?
To find the most appropriate or effective group of users
What is it useful for?
It's not possible to research each and every one of your
users. Plus, creating a sample is the first step for many methods
of understanding users, including one-to-one interviews and
focus groups.
How can I do it?
Brainstorm the user attributes that influence behaviours in
relation to your project. Then choose the most important
attributes to determine a useful range of people to study.
Discover
1. Creating a project space
2. Observation
3. User diaries
4. Being your users
5. Brainstorming
6. Fast visualization
7. Choosing a sample
8. Quantitative surveys
9. Secondary research
10. Hopes and fears
Quantitative surveys
What is it?
Surveys which generate statistical data about your chosen
sample of the population.
What is it useful for?
Understanding the big picture and providing you with statistics.
How can I do it?
There are two types of quantitative surveys:
Omnibus surveys
Ad hoc surveys
Discover
1. Creating a project space
2. Observation
3. User diaries
4. Being your users
5. Brainstorming
6. Fast visualization
7. Choosing a sample
8. Quantitative surveys
9. Secondary research
10. Hopes and fears
Secondary research
What is it?
Setting aside time to explore a range of published information
about your customers, your competitors and political, social and
economic trends.
What is it useful for?
It’s vital to explore and understand the context you’re working
in and to stay up to date with the latest developments.
How can I do it?
Search online or at your local reference library
Discover
1. Creating a project space
2. Observation
3. User diaries
4. Being your users
5. Brainstorming
6. Fast visualization
7. Choosing a sample
8. Quantitative surveys
9. Secondary research
10. Hopes and fears
Hopes and fears
What is it?
A way of getting everyone involved in a project or workshop,
designers and non-designers alike, to express their hopes and
fears out loud.
What is it useful for?
Setting expectations to establish from the outset which hopes
and which fears the project can and can't address.
How can I do it?
Ask the gathered team for their hopes and fears and record.
Discuss the outcomes of the exercise and establish from the
outset which ones the project can address.
Define
1. Assessment criteria
2. Comparing notes
3. Drivers and hurdles
4. Focus groups
5. Customer journey mapping
Assessment criteria
What is it?
A method of selecting the most promising ideas to develop
further.
What is it useful for?
Concerns of multiple stakeholders when deciding the best ideas
How can I do it?
Brainstorm, refine and agree a shared set of assessment criteria.
Technical feasibility (the engineering team's concern)
Cost (finance's concern)
Passion for the idea (the project team's concern)
Portability and size (some of the customers' concerns)
Define
1. Assessment criteria
2. Comparing notes
3. Drivers and hurdles
4. Focus groups
5. Customer journey mapping
Comparing notes
What is it?
Visually sorting and prioritising a large amount of information
about a problem.
What is it useful for?
Sorting and grouping these ideas in order is often the best way
to begin.
How can I do it?
•Write all of your ideas on individual sticky notes.
•Reduce the number of notes by rejecting low priority items and
combining notes that deal with similar things.
•Compare pairs of notes in turn and put the most important one
higher up the list
Define
1. Assessment criteria
2. Comparing notes
3. Drivers and hurdles
4. Focus groups
5. Customer journey mapping
Drivers and hurdles
What is it?
an exercise to help you identify where to concentrate your
energies for most effect in the next stages of your project.
What is for?
to understand people's perceptions, manage their expectations
and identify where to concentrate resources for most effect.
How can I do it?
Gather together a diverse group of stakeholders in your project.
Brainstorm what the workshop participants perceive to be the
motivators (drivers) and barriers (hurdles) to a project's success.
Define
1. Assessment criteria
2. Comparing notes
3. Drivers and hurdles
4. Focus groups
5. Customer journey mapping
Focus groups
What is it?
Focus groups usually involve six to ten respondents in a group
discussion lasting two to three hours, moderated by a skilled
facilitator.
What is it useful for?
It helps you get a broad overview of users' reactions to and ideas
about a topic.
How can I do it?
A facilitator can lead the group through a series of exercises
designed to uncover their thoughts on the given topic.
Define
1. Assessment criteria
2. Comparing notes
3. Drivers and hurdles
4. Focus groups
5. Customer journey mapping
Customer journey mapping
What is it?
A visual representation of a user’s journey through a service,
showing all the different interactions they have.
What is it useful for?
It allows you to see what parts of the service work for the user
(magic moments) and what parts might need improving .
How can I do it?
Identify the key elements of a service
Understand the links between all the different elements over
time
Identify problems in a service or areas where new things can be
added
Develop
1. Character profiles
2. Scenarios
3. Role playing
4. Blueprinting
5. Physical prototyping
Character profiles
What is it?
A way to create simple character sketches and visual
representations of the most important categories of user
What is it useful for?
Having character profiles visible and to hand during the design
process stimulates ideas and aids decision making.
How can I do it?
Based on research of your user groups or a brainstorm, identify
the key characters that you are going to design for. Give the
characters names and visually represent how they look and
dress, their aspirations, behaviours, lifestyles and any
challenging peculiarities.
Develop
1. Character profiles
2. Scenarios
3. Role playing
4. Blueprinting
5. Physical prototyping
Scenarios
What is it?
Detailed accounts of situations in which your users will interact
with your product, service or environment over a period of time.
What is it useful for?
understanding of the context
How can I do it?
•Define a set of characters who will use what you are designing.
•Consider the details of their lives
•Identify key moments
Develop
1. Character profiles
2. Scenarios
3. Role playing
4. Blueprinting
5. Physical prototyping
Role playing
What is it?
Role-playing means physically acting out what happens
when users interact with products, services or environments.
What is it useful for?
•prompt more intuitive responses and help you to refine your
design.
•prototyping interactions between people
How can I do it?
Define a character or characters who will use or deliver the end
product, service or environment you are designing.
Develop
1. Character profiles
2. Scenarios
3. Role playing
4. Blueprinting
5. Physical prototyping
Blueprinting
What is it?
A service blueprint is a detailed visual representation of the total
service over time – showing the user’s journey, all the different
touch points and channels, as well as the behind the scenes
parts of a service that make it work.
What is it useful for?
Helping everyone involved in delivering the service understand
their role and ensure the user has a coherent experience.
Develop
1. Character profiles
2. Scenarios
3. Role playing
4. Blueprinting
5. Physical prototyping
Physical prototyping
What is it?
Building a model of your idea.
What is it useful for?
•iron out any unanticipated problems with your creative ideas.
•insight into how your design will be used
•communicating design ideas to diverse groups of stakeholders.
How can I do it?
Build your prototypes using available material and test
them with end users, or role play how you might use the designs
yourself.

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25 march introducing design methods

  • 2. Design Methods into three categories: Discover, Define and Develop
  • 3. Discover 1. Creating a project space 2. Observation 3. User diaries 4. Being your users 5. Brainstorming 6. Fast visualization 7. Choosing a sample 8. Quantitative surveys 9. Secondary research 10. Hopes and fears
  • 4. Define 1. Assessment criteria 2. Comparing notes 3. Drivers and hurdles 4. Focus groups 5. Customer journey mapping
  • 5. Develop 1. Character profiles 2. Scenarios 3. Role playing 4. Blueprinting 5. Physical prototyping
  • 6. Discover 1. Creating a project space 2. Observation 3. User diaries 4. Being your users 5. Brainstorming 6. Fast visualization 7. Choosing a sample 8. Quantitative surveys 9. Secondary research 10. Hopes and fears
  • 7. Creating a project space What is it? •organise project materials, work and meet. What is it useful for? •make sense of large amounts of information, keep it organised, give your project visibility and communicate the story of your project to others. How can I do it? •dedicated project zone, stimuli. •comfortable space to work
  • 8. Discover 1. Creating a project space 2. Observation 3. User diaries 4. Being your users 5. Brainstorming 6. Fast visualization 7. Choosing a sample 8. Quantitative surveys 9. Secondary research 10. Hopes and fears
  • 9. Observation What is it? Watching people as they interact with products, services and environments and identifying areas where problems occur. What is it useful for? To make general observations of something that already exists. movement in shopping centre, or how people in the street use their mobile phones How can I do it? Pick your scenario and record your observation with photos or video.
  • 10. Discover 1. Creating a project space 2. Observation 3. User diaries 4. Being your users 5. Brainstorming 6. Fast visualization 7. Choosing a sample 8. Quantitative surveys 9. Secondary research 10. Hopes and fears
  • 11. User diaries What is it? Supplying users with diaries or asking them to record pictures, video or audio. What is it useful for? Gaining insight into the lives of your users, particularly patterns of behaviour. How can I do it? Supply users with a diary and ask them to keep a written record of their impressions, circumstances and activities related to the relevant aspects of their lives.
  • 12. Discover 1. Creating a project space 2. Observation 3. User diaries 4. Being your users 5. Brainstorming 6. Fast visualization 7. Choosing a sample 8. Quantitative surveys 9. Secondary research 10. Hopes and fears
  • 13. Being your users What is it? A method to put yourself in position of your user. What is it useful for? Building understanding of and empathy with the users of your product, service or environment. How can I do it? Identify your target user group, then carry out research to identify user scenarios and typical tasks users undertake.
  • 14. Discover 1. Creating a project space 2. Observation 3. User diaries 4. Being your users 5. Brainstorming 6. Fast visualization 7. Choosing a sample 8. Quantitative surveys 9. Secondary research 10. Hopes and fears
  • 15. Brainstorming What is it? Brainstorming is a method to enable a team to work together to generate ideas quickly and effectively. What is it useful for? Generating ideas quickly in response to a problem. How can I do it? Keep the ideas flowing, be responsive and keep trying to approach the problem from different viewpoints.
  • 16. Discover 1. Creating a project space 2. Observation 3. User diaries 4. Being your users 5. Brainstorming 6. Fast visualization 7. Choosing a sample 8. Quantitative surveys 9. Secondary research 10. Hopes and fears
  • 17. Fast visualization What is it? Generating quick sketches of your ideas. What is it useful for? Visualising ideas will make them easier to understand and modify, and will in turn stimulate new ideas. How can I do it? Sketch ideas during a group brainstorm. The drawings don't need to be perfect: they only need to have just enough detail to communicate the idea.
  • 18. Discover 1. Creating a project space 2. Observation 3. User diaries 4. Being your users 5. Brainstorming 6. Fast visualization 7. Choosing a sample 8. Quantitative surveys 9. Secondary research 10. Hopes and fears
  • 19. Choosing a sample What is it? To find the most appropriate or effective group of users What is it useful for? It's not possible to research each and every one of your users. Plus, creating a sample is the first step for many methods of understanding users, including one-to-one interviews and focus groups. How can I do it? Brainstorm the user attributes that influence behaviours in relation to your project. Then choose the most important attributes to determine a useful range of people to study.
  • 20. Discover 1. Creating a project space 2. Observation 3. User diaries 4. Being your users 5. Brainstorming 6. Fast visualization 7. Choosing a sample 8. Quantitative surveys 9. Secondary research 10. Hopes and fears
  • 21. Quantitative surveys What is it? Surveys which generate statistical data about your chosen sample of the population. What is it useful for? Understanding the big picture and providing you with statistics. How can I do it? There are two types of quantitative surveys: Omnibus surveys Ad hoc surveys
  • 22. Discover 1. Creating a project space 2. Observation 3. User diaries 4. Being your users 5. Brainstorming 6. Fast visualization 7. Choosing a sample 8. Quantitative surveys 9. Secondary research 10. Hopes and fears
  • 23. Secondary research What is it? Setting aside time to explore a range of published information about your customers, your competitors and political, social and economic trends. What is it useful for? It’s vital to explore and understand the context you’re working in and to stay up to date with the latest developments. How can I do it? Search online or at your local reference library
  • 24. Discover 1. Creating a project space 2. Observation 3. User diaries 4. Being your users 5. Brainstorming 6. Fast visualization 7. Choosing a sample 8. Quantitative surveys 9. Secondary research 10. Hopes and fears
  • 25. Hopes and fears What is it? A way of getting everyone involved in a project or workshop, designers and non-designers alike, to express their hopes and fears out loud. What is it useful for? Setting expectations to establish from the outset which hopes and which fears the project can and can't address. How can I do it? Ask the gathered team for their hopes and fears and record. Discuss the outcomes of the exercise and establish from the outset which ones the project can address.
  • 26. Define 1. Assessment criteria 2. Comparing notes 3. Drivers and hurdles 4. Focus groups 5. Customer journey mapping
  • 27. Assessment criteria What is it? A method of selecting the most promising ideas to develop further. What is it useful for? Concerns of multiple stakeholders when deciding the best ideas How can I do it? Brainstorm, refine and agree a shared set of assessment criteria. Technical feasibility (the engineering team's concern) Cost (finance's concern) Passion for the idea (the project team's concern) Portability and size (some of the customers' concerns)
  • 28. Define 1. Assessment criteria 2. Comparing notes 3. Drivers and hurdles 4. Focus groups 5. Customer journey mapping
  • 29. Comparing notes What is it? Visually sorting and prioritising a large amount of information about a problem. What is it useful for? Sorting and grouping these ideas in order is often the best way to begin. How can I do it? •Write all of your ideas on individual sticky notes. •Reduce the number of notes by rejecting low priority items and combining notes that deal with similar things. •Compare pairs of notes in turn and put the most important one higher up the list
  • 30. Define 1. Assessment criteria 2. Comparing notes 3. Drivers and hurdles 4. Focus groups 5. Customer journey mapping
  • 31. Drivers and hurdles What is it? an exercise to help you identify where to concentrate your energies for most effect in the next stages of your project. What is for? to understand people's perceptions, manage their expectations and identify where to concentrate resources for most effect. How can I do it? Gather together a diverse group of stakeholders in your project. Brainstorm what the workshop participants perceive to be the motivators (drivers) and barriers (hurdles) to a project's success.
  • 32. Define 1. Assessment criteria 2. Comparing notes 3. Drivers and hurdles 4. Focus groups 5. Customer journey mapping
  • 33. Focus groups What is it? Focus groups usually involve six to ten respondents in a group discussion lasting two to three hours, moderated by a skilled facilitator. What is it useful for? It helps you get a broad overview of users' reactions to and ideas about a topic. How can I do it? A facilitator can lead the group through a series of exercises designed to uncover their thoughts on the given topic.
  • 34. Define 1. Assessment criteria 2. Comparing notes 3. Drivers and hurdles 4. Focus groups 5. Customer journey mapping
  • 35. Customer journey mapping What is it? A visual representation of a user’s journey through a service, showing all the different interactions they have. What is it useful for? It allows you to see what parts of the service work for the user (magic moments) and what parts might need improving . How can I do it? Identify the key elements of a service Understand the links between all the different elements over time Identify problems in a service or areas where new things can be added
  • 36. Develop 1. Character profiles 2. Scenarios 3. Role playing 4. Blueprinting 5. Physical prototyping
  • 37. Character profiles What is it? A way to create simple character sketches and visual representations of the most important categories of user What is it useful for? Having character profiles visible and to hand during the design process stimulates ideas and aids decision making. How can I do it? Based on research of your user groups or a brainstorm, identify the key characters that you are going to design for. Give the characters names and visually represent how they look and dress, their aspirations, behaviours, lifestyles and any challenging peculiarities.
  • 38. Develop 1. Character profiles 2. Scenarios 3. Role playing 4. Blueprinting 5. Physical prototyping
  • 39. Scenarios What is it? Detailed accounts of situations in which your users will interact with your product, service or environment over a period of time. What is it useful for? understanding of the context How can I do it? •Define a set of characters who will use what you are designing. •Consider the details of their lives •Identify key moments
  • 40. Develop 1. Character profiles 2. Scenarios 3. Role playing 4. Blueprinting 5. Physical prototyping
  • 41. Role playing What is it? Role-playing means physically acting out what happens when users interact with products, services or environments. What is it useful for? •prompt more intuitive responses and help you to refine your design. •prototyping interactions between people How can I do it? Define a character or characters who will use or deliver the end product, service or environment you are designing.
  • 42. Develop 1. Character profiles 2. Scenarios 3. Role playing 4. Blueprinting 5. Physical prototyping
  • 43. Blueprinting What is it? A service blueprint is a detailed visual representation of the total service over time – showing the user’s journey, all the different touch points and channels, as well as the behind the scenes parts of a service that make it work. What is it useful for? Helping everyone involved in delivering the service understand their role and ensure the user has a coherent experience.
  • 44. Develop 1. Character profiles 2. Scenarios 3. Role playing 4. Blueprinting 5. Physical prototyping
  • 45. Physical prototyping What is it? Building a model of your idea. What is it useful for? •iron out any unanticipated problems with your creative ideas. •insight into how your design will be used •communicating design ideas to diverse groups of stakeholders. How can I do it? Build your prototypes using available material and test them with end users, or role play how you might use the designs yourself.