Monday, December 2, 2013


30 
23 Crowdsourcing 
Design Phase 1,2,3,4,5 
When an undefined, large group of people voluntarily to an open call and completes tasks and micro projects. 



31 
21 Creative Toolkits 
Design Phase 3 
Collections of physical elements conveniently organized for participatory modeling, visualization, or creative play by users, to inform and inspire design and business teams.




32
18 Content Inventory and Audit 
Design Phase 1,5 
Tells you what your content is. A content audit makes recommendations as to what your content should be. 




33
2 AEIOU 
Design Phase 2 
An organizational framework reminding the researcher to attend to, document, and code information under a guiding taxonomy of Activites, Environments, Interactions, Objects, and Users. 

34 
1 A/B Testing 
Design Phase 5 
Used to compare two versions of the same design to see which one preforms statistically better against a predetermined goal. 




35
99 Wizard of OZ
Design Phase 3,4 
Technique where a researcher simulates system responses from behind the scenes, while a participant engages with a system that appears to be real. 


36 
100 Word Clouds 
Design Phase 2,3 
A method of information visualization that organizes text-based content into interesting spatial arrangements. 





37
98 Weighted Matrix 
Design Phase 3 
Once your team has generated multiple design concepts, a weighted matrix can help identify and prioritize the most promising opportunities. 


38 
97 Web Analytics
Design Phase 5 
A gateway for your organization to become deeply invested in what your customers are doing online, and why. 


39 
96 Value Opportunity Analysis 
Design Phase 3,5 
Maps the extent to which a products aspirational qualities align to people idealized lifestyle or fantasy version of themselves. 


40 
95 User Journey Maps 
Design Phase 3 
A visualization of the experiences people have when interacting with a product or service, so that each moment can be individually evaluated and improved. 


41 
94 Usability Testing 
Design Phase 3,4,5
Focuses on people and their tasks, and seeks empirical evidence about how to improve the usability of an interface. 





42
92 Unobtrusive Measures 
Design Phase 2 
Methods used to acquire information without direct contact with participants, through nonreactive physical traces, archives, and observations. 



43 
90 Triading
Design Phase 1,2 
An interviewing technique that reveals deep-seated attitudes, perceptions, and feelings towards brands, products, and services. 



44
89 Touchstone Tours 
Design Phases 2 
The guided tour is designed as a conversation that uses artifacts and the environment as touchstones for questions and insights. 


45 
86 Thematic Networks 
Design Phase 2
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. 



46 
83 Surveys 
Design Phase 2 
Method of collecting self reported information from people about their characteristics, thoughts, feelings, perceptions, behaviors, or attitudes. 


47
82 Storyboards
Design Phase 3 
Provide a viual narrative that generates empathy and communicates the context in which a technology or from factor will be used. 



48 
80 Stakeholder Maps 
Design Phase 1 
Help to visually consolidate and communicate the key constituents of design project, setting the stage for usercenterd research and design development. 



49 
75 Semantic Differential 
Design Phase 1,4,5
Can help reveal felt meanings that are direct product of ones experiences, culture, and dearly healed beliefs. 




50 
72 Scenario Descrption Swimlanes 
Design Phase 2,3 
Deliverables that visualize the activities of multiple actors in a flow of events and prove that holistic perspective is greater than the sum of its parts. 

Tuesday, November 26, 2013

50 blog post continued 21 and up

21
34 Evaluative Research
Design Pase 4
Evaluative research involves the testing of prototypes, products, or interfaces by real potential users of a system in design development.


22 
33 Ergonomic Analysis 
Design Phase 3,4 
provides an assessment of tools, equipment, devices, workstations, workplaces, or environments, to optimize the fit, safety, and comfort of use by people. 



23 
32 Elito Method 
Design Phase 3 
used to devolpe solid design arguments grounded in research observations and anchored to business directives. 



24 
30 Diary Studies 
Design Phase 2
guding artifact that allow people to conveniently and expressively convey personal details about their daily life and events to design teams. 




25
29 Desirability Testing
Design Phase 3,4 
When there is a disagreement about which design direction to pursue, desirblitiy testing shifts the conversation from which design is "best" two which design elicits the optimal emotional response from users. 




26 
28 Design Workshops 
Design Phase 2,3,4
Form of participatory design consolidating creative co-design methods into organized sessions for several participants to work with design team members. 



27 
27 Design Ethnography 
Design Phase 2 
Approximates the immersion methods of traditional ethnography, to deeply experience and understand the users world for design empathy and insight. 



28 
26 Design Charette  
Design Phase 2,3 
When superior design features and characteristics inspire subsequent rounds of ideas, the end result is more likely to be an optimized design solution. 


29 
25 Customer Experience Audit 
Design Phase 1,2,5 
Captures the dat to day context in which people engage with your product or serves. 


30 
24 Cultural Probes 
Design Phase 2 
Provocative instruments given to participants to inspire new forms of self understanding and communication about there lives, environments, thoughts, and interactions.