Bolt, N., and T. Tulathimutte. Remote Research: Real Users, Real Time, Real Research. Brooklyn, NY: Rosenfeld Media, 2010.
Tromp, N., and P. Hekkert. Designing for Society: Products and Services for a Better World. London: Bloomsbury, 2018.
Sommer, R., and B. Sommer. A Practical Guide to Behavioral Research: Tools and Techniques. New York, NY: Oxford University Press, 2002.
Adams, J. L. Conceptual Blockbusting: A Guide to Better Ideas. WW Norton & Company, 1980.
Burns, C., et al. “Actors, Hairdos & Videotape—Informance Design: Using Performance Techniques in Multidisciplinary, Observation-based Design.” In CHI 94 Conference Companion, 1994: 119–120.
Hyerle, D. Visual Tools for Constructing Knowledge. Alexandria, VA: ASCD, 1996.
The Brand Experience Workshop method was developed by and is taught by Cooper, www.cooper.com.
Design Leadership Cards, Cooper. (Obtained from the Design Leadership workshop by Cooper.)
Bull’s-Eye Diagramming is a method from the LUMA System of Innovation. To learn more, visit www.luma-institute.com/why-luma/our-system/.
“Bull’s-Eye Diagramming.” LUMA Institute. Innovating for People: Handbook of Human-Centered Design. LUMA Institute, 2012.
“What’s on Your Radar?” LUMA Institute. Innovating for People: Handbook of Human-Centered Design. LUMA Institute, 2012.
Robson, C. Real World Research: A Resource for Social Scientists and Practitioner-Researchers, 2nd ed. Oxford: Blackwell Publishers, 2002.
Ackermann, F., et al. “Getting Started with Cognitive Mapping” in The Young OR Conference, University of Warwick, 1992: 65–82.
Wharton, C., et al. “The Cognitive Walkthrough: A Practitioner’s Guide” in Usability Inspection Methods. New York, NY: John Wiley and Sons, 1994.
Holtzblatt, K., et al. Rapid Contextual Design: A How-To Guide to Key Techniques for User-Centered Design. San Francisco, CA: Morgan Kaufmann, 2004.
Holtzblatt, K., and H. Beyer. Contextual Design: A Customer-Centered Approach to Systems Design. San Francisco, CA: Morgan Kaufmann, 1998.
Creative Matrix is a method from the LUMA System of Innovation. To learn more, visit www.luma-institute.com/why-luma/our-system/.
LUMA Institute. Innovating for People: Handbook of Human-Centered Design. LUMA Institute, 2012.
Lerman, L., and J. Borstel. Liz Lerman’s Critical Response Process: A Method for Getting Useful Feedback on Anything You Make, from Dance to Dessert. Takoma Park, MD: Dance Exchange, 2003.
Kittur, A. et al. “Crowdsourcing for Usability: Using Micro-Task Markets for Rapid, Remote, and Low-Cost User Measurements,” 2008, www.researchgate.net/publication/228917129
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Evenson, S. “Directed Storytelling: Interpreting Experience for Design” in Design Studies: Theory and Research in Graphic Design, A Reader. New York, NY: Princeton Architectural Press, 2006: 231–240.
Baskinger, M., and W. Bardel. Drawing Ideas: A Hand-drawn Approach for Better Design. Watson-Guptill, 2013.
Ulrich, E. “Inclusive Iterations: How a Design Team Builds Shared Insights.” UX Week Podcast, 2007.
The empathy map was originally created by Dave Gray and collaborators at XPLANE, situated in a larger set of human-centered research and design tools called “Gamestorming.” See: gamestorming.com
In an interesting example of human-centered design thinking, Dave Gray iterated on the empathy map based on versions proliferating on the internet, with input from users of the canvas.
See: https://medium.com/the-xplane-collection/updated-empathy-map-canvas-46df22df3c8a
Tannen, R. “Crimping Tools: An Ergonomic Review of the State-of-the-Art.” White paper for Thomas & Betts, June 2009.
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Larson, A. M., and L. C. Loschky. “The Contributions of Central Versus Peripheral Vision to Scene Gist Recognition.” Journal of Vision 9, no. 10 (2009): 1–16.
Zeisel, J. Inquiry by Design: Environment/Behavior/Neuroscience in Architecture, Interiors, Landscape, and Planning. New York, NY: Norton, 2006.
Anderson, L. W., et al. A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom’s Taxonomy of Educational Objectives. Abridged edition. White Plains, NY: Longman, 2001.
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How Might We or HMW is credited to the business consultant Min Basadur, who in the early 1970s introduced it while working as a creative manager at Proctor and Gamble. The method spread through its proponents to Scient, IDEO, Google, Facebook, and gradually even to the nonprofit sector. For a concise history, see https://toolkit.mozilla.org/method/how-might-we/
Utilizing a two-axis chart to assess the return on investment or cost-benefit of addressing various usability issues was proposed and documented by MAYA Design, laying the foundation for widespread use of the Importance-Difficulty Matrix. See: McQuaid, H., and D. Bishop. “An Integrated Method for Evaluating Interfaces.” Usability Professionals’ Association Conference Proceedings, 2001.
Kawakita, J. The Original KJ Method. Tokyo: Kawakita Research Institute, 1982.
Spool, J. “The KJ-Technique: A Group Process for Establishing Priorities,” 2004, www.uie.com
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Peterson, E. The Big Book of Key Performance Indicators, 2006, www.webanalyticsdemystified.com/downloads/The_Big_Book_of_Key_Performance_Indicators_by_Eric_Peterson.pdf
Reynolds, T. J., and J. Gutman. “Laddering Theory, Method, Analysis, and Interpretation.” Journal of Advertising Research 28 (1988): 11–31.
Wansink, B., and N. Chan. “Using Laddering to Understand and Leverage a Brand’s Equity.” Qualitative Market Research—An International Journal 6, no.2 (2003).
Young, I. Mental Models: Aligning Design Strategy with Human Behavior. Brooklyn, NY: Rosenfeld Media, 2008.
Burke, K. A Grammar of Motives. New Jersey: Prentice-Hall, 1945.
Cila, N. Metaphors We Design By: The Use of Metaphors in Product Design. Ph.D. thesis, TU Delft, 2013.
Hyerle, D. Visual Tools for Constructing Knowledge. Alexandria, VA: ASCD, 1996.
Dow, S. P., et al. “Parallel Prototyping Leads to Better Design Results, More Divergence, and Increased Self-Efficacy.” ACM Transactions on Computer-Human Interaction 17, no. 4 (2010).
Zeisel, J. Inquiry by Design: Environment/Behavior/Neuroscience in Architecture, Interiors, Landscape, and Planning. New York: Norton, 2006.
McNiff, J. Action Research for Professional Development, 2002, www.jeanmcniff.com/ar-booklet.asp
Kuhn, S., and T. Winograd. “Participatory Design” in Bringing Design to Software, New York: Addison-Wesley, 1996.
Sanders, E. B.-N., et al. “A Framework for Organizing the Tools and Techniques of Participatory Design” in Participatory Design Conference (PDC) Proceedings, 2010: 195–198.
Blevis, E., and E. Stolterman. “Ensoulment and Sustainable Interaction Design” in Proceedings of International Association of Design Research Societies Conference IASDR 2007. Hong Kong: HKPT, 2007.
Cooper, A. The Inmates Are Running the Asylum: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity. Indianapolis, IN: Sams–Pearson Education, 2004.
The Picture Cards method was developed by Adaptive Path, www.adaptivepath.com
Kaptelinin, V., and B. A. Nardi. Acting with Technology: Activity Theory and Interaction Design. Cambridge, MA: The MIT Press, 2006.
Schrag, J. “Using Formative Usability Testing as a Fast UI Design Tool.” UPA Conference Proceedings, 2006.
Bolt, N., and T. Tulathimutte. Remote Research: Real Users, Real Time, Real Research. San Francisco, CA: Rosenfeld Media, 2010.
Burdick, A. “Design (as) Research” in Design Research: Methods and Perspectives, Cambridge, MA: MIT Press, 2003: 82.
Zimmerman, J., et al. “Research Through Design as a Method for Interaction Design Research in HCI.” In Proceedings of CHI, ACM, 2007: 493-502.
The Rose Thorn Bud method is borrowed from the Boy Scouts of America, who use the method to encourage scouts to identify within situations they encounter a positive experience (Rose), a negative experience (Thorn), and a new goal or insight (Bud). Pete Lucas of MAYA Design, himself a scout leader, crossed the technique over as a design method. See Innovating for People: Handbook of Human-Centered Design. LUMA Institute, 2012.
Osgood, C., et al. The Measurement of Meaning. Urbana, IL: University of Illinois Press, 1957.
Kimbell, L. The Service Innovation Handbook: Action-Oriented Creative Thinking Toolkit for Service Organizations. Amsterdam: BIS, 2016.
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Kimbell, L. The Service Innovation Handbook: Action-Oriented Creative Thinking Toolkit for Service Organizations. Amsterdam: BIS, 2016.
Meroni, A., and D. Sangiorgi, eds. Design for Services. Gower Publishing, 2012.
Rosenfeld, L. Search Analytics for Your Site: Conversations With Your Customers. Brooklyn, NY: Rosenfeld Media, 2011.
Davidoff, S., et al. “Rapidly Exploring Application Design Through Speed Dating.” in Proceedings of 9th International Conference on Ubiquitous Computing UbiComp ’07, 2007: 429–446.
Karat, C.-M., et al. “Comparison of Empirical Testing and Walkthrough Methods in User Interface Evaluation.” in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1992: 397–404.
Truong, K. N., et al. “Storyboarding: An Empirical Determination of Best Practices and Effective Guidelines.” in Proceedings of DIS 2006, 2006: 12–21.
Yvonne Shek at nForm adapted swimlanes as an activity diagram of the Unified Modeling Language (UML) in 2007.
Kirwan, B., and L. K. Ainsworth. A Guide to Task Analysis. London; Washington D.C.: Taylor and Francis, 1992: 397–404.
Kuniavsky, M. Observing the User Experience: A Practitioner’s Guide to User Research. San Francisco, CA: Morgan Kaufmann, 2003.
Attride-Stirling, J. “Thematic Networks: An Analytic Tool for Qualitative Research.” Qualitative Research 1, no. 3 (2001): 385–405.
Guan, Z., et al. “The Validity of Stimulated Retrospective Think-Aloud Method as Measured by Eye Tracking.” in CHI 2006 Conference Proceedings, 2006: 1253–1262.
Bolt, N., and T. Tulathimutte. Remote Research: Real Users, Real Time, Real Research. Brooklyn, NY: Rosenfeld Media, 2010.
Webb, E. J., et al. Unobtrusive Measures: Nonreactive Research in the Social Sciences. Chicago: Rand McNally, 1966. Revised edition, Thousand Oaks, CA: Sage Publications, 2000.
Jacobsen, N. E., et al. “The Evaluator Effect in Usability Studies: Problem Detection and Severity Judgments.” in Proceedings of the Human Factors and Ergonomics Society 42nd Annual Meeting, 1998: 1336–1340.
Cagan, J., and C. Vogel. Creating Breakthrough Products: Innovation from Product Planning to Program Approval. Upper Saddle River, NJ: Prentice Hall, 2002.
Values-based assessments were developed by a number of practitioners who needed to understand how new-to-world concepts met participant needs, when some of those needs were not obvious to the participants themselves. Design thinkers at Boston-area consultancy Continuum call this method Resonance Testing, as they seek to test which concepts resonate with different customer values.
Peterson, E. Web Analytics Demystified, 2004, www.webanalyticsdemystified.com
Burby, J. Three Reasons Analytics Fail Companies, 2004, www.clickz.com
Cagan, J., and C. Vogel. Creating Breakthrough Products: Innovation from Product Planning to Program Approval. Upper Saddle River, NJ: Prentice Hall, 2002.
Kelly, J. F. “An Iterative Design Methodology for User-Friendly Natural Language Office Information Applications.” ACM Transactions on Office Information Systems 2, no. 1 (1984): 26–41.