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.