Objective was to create a concept map for humor, strategy, time, and invention.
Wednesday, September 11, 2013
Tuesday, September 3, 2013
1 - A/B Testing
A/B testing is a statistical form of testing the same thing, but designed two different ways to determine which is more effective.
2 - A E I O U
AEIOU is an organizational method that reminds the researcher to attend to important details, which are
Activities
Environments
Interactions
Objects
Users
Activities
Environments
Interactions
Objects
Users
4 - Artifact Analysis
Artifact analysis is a process of examining an object and understanding its physical, social, and cultural contexts.
5 - Automated Remote Research
Automated remote research is a process that helps determine what enhancements can be made to your website to help enhance the interface and usability.
6 - Behavioral Mapping
A system in which human behavior is documented by maps, plans, or videos, to help determine where and what humans are doing, so they can strategically place things where it will help benefit the company.
7 - Bodystorming
Bodystorming is considered a physical form of brainstorming, which is used to help stimulate the mind into creating new, out of the box ideas.
8 - Brainstorm Graphic Organziers
9 - Business Origami
Business origami is a design activity in which people involved in the project can come together in a workshop to create something which physically represents the situation to help stakeholders change elements as they occur over time.
10 - Card Sorting
Card sorting is a method which helps people understand how others group information.
11 - Case Studies
A case study is a research strategy which involves in-depth investigation of a single event or instance, which involves many different sources of researched evidence.
12 - Cognitive Mapping
Cognitive mapping is a tool that can be used as a decision and sense making tool, which involves a visualization of how people make sense of a particular problem space.
13 - Cognitive Walkthrough
Cognitive walkthroughs are created to evaluate whether an interface is understandable and easy to use for someone, especially if it is their first time.
14 - Collage
Collage allows participants from design teams to project their thoughts and feelings onto a visual artifact which provides inspiration and insight to design teams.
15 - Competitive Testing
16 - Concept Mapping
Concept maps are visual frameworks that connect a large number of ideas to relate to a certain domain.
17 - Content Analysis
Content analysis is the systematic description of form and content of written, spoken, or visual materials expressed in themes, patters, and counted occurrences of words, phrases, images, or concepts.
18 - Content Inventory & Audit
A content inventory tells you what your content is. The content audit makes recommendations to what your content should be.
19 - Contextual Design
It is a customer-centered process that makes the ways in which designers work concrete, explicit, and sharable so that every step is anchored in customer magic and feels less like design magic.
20 - Contextual Inquiry
An immersive, contextual method of observing and interviewing that reveals invisible work structure.
21 - Creative Toolkits
Physical elements for participatory modeling, visualization, or creative play by users to inspire design teams.
22 - Critical Incident Technique
Understanding how users experience your product at a critical moments can help you optimize your design for future users.
24 - Cultural Probes
Provocative instruments given to participants to inspire new forms of self understanding and communication.
25 - Customer Experience Audit
They capture the day-to-day context in which people engage with your product.
26 - Design Charette
When great design features and characteristics inspire smaller rounds of ideas and get a more optimized result in the end.
27 - Design Ethnography
Approximates of the immersion methods of traditional ethnography to deeply experience the user's world for design empathy.
28 - Design Workshops
Area for participatory design consolidating creative co-design methods into organized sessions for several people to work together.
29 - Desirability Testing
When there is a disagreement about design, testing is done to shift from what is best to which elicits the most emotional response from users.
30 - Diary Studies
Journals that allow people to conveniently convey personal details about their daily life to design teams.
32 - Elito Method
Used to develop solid design arguments grounded in observations and anchored to business directives.
33 - Ergonomic Analysis
Provides an assessment of tools, equipment, devices, or environments to optimize the fit, safety, and comfort of use by people.
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