References & Notes

05 Automated Remote Research

Bolt, N., and T. Tulathimutte. Remote Research: Real Users, Real Time, Real Research. Brooklyn, NY: Rosenfeld Media, 2010.

07 Behavioral Design

Tromp, N., and P. Hekkert. Designing for Society: Products and Services for a Better World. London: Bloomsbury, 2018.

08 Behavioral Mapping

Sommer, R., and B. Sommer. A Practical Guide to Behavioral Research: Tools and Techniques. New York, NY: Oxford University Press, 2002.

09 Blockbusting

Adams, J. L. Conceptual Blockbusting: A Guide to Better Ideas. WW Norton & Company, 1980.

10 Bodystorming

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.

11 Brainstorm Graphic Organizers

Hyerle, D. Visual Tools for Constructing Knowledge. Alexandria, VA: ASCD, 1996.

12 Brand Experience Workshop

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.)

13 Bull’s-Eye Diagramming

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.

16 Case Studies

Robson, C. Real World Research: A Resource for Social Scientists and Practitioner-Researchers, 2nd ed. Oxford: Blackwell Publishers, 2002.

18 Cognitive Mapping

Ackermann, F., et al. “Getting Started with Cognitive Mapping” in The Young OR Conference, University of Warwick, 1992: 65–82.

19 Cognitive Walkthrough

Wharton, C., et al. “The Cognitive Walkthrough: A Practitioner’s Guide” in Usability Inspection Methods. New York, NY: John Wiley and Sons, 1994.

25 Contextual Design

Holtzblatt, K., et al. Rapid Contextual Design: A How-To Guide to Key Techniques for User-Centered Design. San Francisco, CA: Morgan Kaufmann, 2004.

26 Contextual Inquiry

Holtzblatt, K., and H. Beyer. Contextual Design: A Customer-Centered Approach to Systems Design. San Francisco, CA: Morgan Kaufmann, 1998.

27 Creative Matrix

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.

30 Critiques

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.

31 Crowdsourcing

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

32 Cultural Probes

Gaver, B., et al. “Cultural Probes.” Interactions, January-February 1999, pp. 21–29.

34 Data Physicalization

Nissen, B., and J. Bowers. “Data-Things: Digital Fabrication Situated Within Participatory Data Translation Activities.” In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2015). New York: ACM, 2015: 2467–2476.

35 Data Visualization

Norman, D. Things That Make Us Smart: Defending Human Attributes in the Age of the Machine. Diversion Books, 2014.

Wurman, R. S., et al. Information Anxiety 2. Que, 2001.

Yau, N. Data Points: Visualization That Means Something. John Wiley & Sons, 2013.

38 Design Fiction

Dunne, A., and F. Raby. Speculative Everything. Cambridge, MA: MIT Press, 2013.

Sterling, B. Design Fiction: Anticonventional Objects. (2013, October 10) Wired.com. www.wired.com/2013/10/design-fiction-anticonventional-objects/

40 Desirability Testing

Barnum, C. M., and L. A. Palmer. “More Than a Feeling: Understanding the Desirability Factor in User Experience.” in Proceedings of CHI 2010 (2010): 4703–4715.

42 Directed Storytelling

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.

43 Drawing

Baskinger, M., and W. Bardel. Drawing Ideas: A Hand-drawn Approach for Better Design. Watson-Guptill, 2013.

44 Elito Method

Ulrich, E. “Inclusive Iterations: How a Design Team Builds Shared Insights.” UX Week Podcast, 2007.

45 Empathy Maps

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

46 Ergonomic Analysis

Tannen, R. “Crimping Tools: An Ergonomic Review of the State-of-the-Art.” White paper for Thomas & Betts, June 2009.

48 Evidence-based Design

Scupelli, P., et al. “Architecture and Information Technology as Factors in Surgical Suite Information Sharing and Coordination.” in Proceedings of the 1st ACM International Health Informatics Symposium, 2010: 265–274.

49 Experience Prototyping

Buchenau, M., and J. F. Suri. “Experience Prototyping” in Proceedings of Designing Interactive Systems (DIS). ACM, 2000: 424–433.

51 Experiments

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.

55 Fly-on-the-Wall Observation

Zeisel, J. Inquiry by Design: Environment/Behavior/Neuroscience in Architecture, Interiors, Landscape, and Planning. New York, NY: Norton, 2006.

57 Gap Analysis

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.

Dirksen, J. Design for How People Learn. New Riders, 2015.

Gery, G. J. Electronic Performance Support Systems: How and Why to Remake the Workplace through the Strategic Application of Technology. Weingarten Publications, Inc., 1991.

60 Heuristic Evaluation

Ginsburg, S. Designing the iPhone User Experience. Boston, MA: Addison Wesley, 2010.

Nielsen, J. Usability Engineering. Boston, MA: Academic Press, 1993.

62 Horizon Scanning

Molitor, G. “How to Anticipate Public Policy Changes.” S.A.M Advanced Management Journal 42, no. 3 (1977): 4–13.

Schultz, W. “The Cultural Contradictions of Managing Change: Using Horizon Scanning in an Evidence-Based Policy Context.” Foresight 8, no. 4 (2006): 3–12.

See: https://thinkingfutures.net/

63 How Might We

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/

65 Importance-Difficulty Matrix

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.

67 KJ Technique

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

68 Kano Analysis

Kano, N., et al. “Attractive Quality and Must-be Quality.” Journal of the Japanese Society for Quality Control 14, no. 2 (1984): 39–48.

Zultner, R. E., and G. H. Mazur. “The Kano Model: Recent Developments.” in The Eighteenth Symposium on Quality Function Deployment, 2006: 109–116.

69 Key Performance Indicators

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

70 Laddering

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).

72 The Love Letter & the Breakup Letter

https://vimeo.com/11854531

73 Mental Model Diagrams

Young, I. Mental Models: Aligning Design Strategy with Human Behavior. Brooklyn, NY: Rosenfeld Media, 2008.

74 Metaphors

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.

75 Mind Mapping

Hyerle, D. Visual Tools for Constructing Knowledge. Alexandria, VA: ASCD, 1996.

77 Parallel Prototyping

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).

78 Participant Observation

Zeisel, J. Inquiry by Design: Environment/Behavior/Neuroscience in Architecture, Interiors, Landscape, and Planning. New York: Norton, 2006.

79 Participatory Action Research (PAR)

McNiff, J. Action Research for Professional Development, 2002, www.jeanmcniff.com/ar-booklet.asp

80 Participatory Design

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.

81 Personal Inventories

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.

82 Personas

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.

84 Picture Cards

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.

87 Rapid Iterative Testing & Evaluation

Schrag, J. “Using Formative Usability Testing as a Fast UI Design Tool.” UPA Conference Proceedings, 2006.

88 Remote Moderated Research

Bolt, N., and T. Tulathimutte. Remote Research: Real Users, Real Time, Real Research. San Francisco, CA: Rosenfeld Media, 2010.

89 Research Through Design

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.

91 Rose Thorn Bud

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.

94 Semantic Differential

Osgood, C., et al. The Measurement of Meaning. Urbana, IL: University of Illinois Press, 1957.

95 Service Blueprint

Kimbell, L. The Service Innovation Handbook: Action-Oriented Creative Thinking Toolkit for Service Organizations. Amsterdam: BIS, 2016.

96 Service Design

Guilford, J. P. “The Structure of Intellect.” Psychological Bulletin 53, no. 4 (1956): 267.

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.

99 Site Search Analytics

Rosenfeld, L. Search Analytics for Your Site: Conversations With Your Customers. Brooklyn, NY: Rosenfeld Media, 2011.

100 Speed Dating

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.

102 Stakeholder Walkthrough

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.

103 Storyboards

Truong, K. N., et al. “Storyboarding: An Empirical Determination of Best Practices and Effective Guidelines.” in Proceedings of DIS 2006, 2006: 12–21.

105 Swimlanes

Yvonne Shek at nForm adapted swimlanes as an activity diagram of the Unified Modeling Language (UML) in 2007.

106 Task Analysis

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.

108 Thematic Networks

Attride-Stirling, J. “Thematic Networks: An Analytic Tool for Qualitative Research.” Qualitative Research 1, no. 3 (2001): 385–405.

109 Think-aloud Protocol

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.

110 Time-aware Research

Bolt, N., and T. Tulathimutte. Remote Research: Real Users, Real Time, Real Research. Brooklyn, NY: Rosenfeld Media, 2010.

116 Unobtrusive Measures

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.

118 Usability Testing

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.

120 Value Opportunity Analysis

Cagan, J., and C. Vogel. Creating Breakthrough Products: Innovation from Product Planning to Program Approval. Upper Saddle River, NJ: Prentice Hall, 2002.

121 Values-based Assessment

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.

122 Web Analytics

Peterson, E. Web Analytics Demystified, 2004, www.webanalyticsdemystified.com

Burby, J. Three Reasons Analytics Fail Companies, 2004, www.clickz.com

123 Weighted Matrix

Cagan, J., and C. Vogel. Creating Breakthrough Products: Innovation from Product Planning to Program Approval. Upper Saddle River, NJ: Prentice Hall, 2002.

124 Wizard of Oz

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.

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