The Pocket Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas and Design Effective Solutions

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Rockport Publishers, 21.11.2017 - 208 Seiten
The ultimate handbook for designers, students, even educators, The Pocket Universal Methods of Design is armed with 100 principles of design knowledge to keep your team sharp.

This handy, pocket-version of the Universal Methods of Design provides the same thorough and critical presentation of 100 research methods, synthesis/analysis techniques, and research deliverables for human centered design. And now it’s delivered in a concise, accessible format that fits in any bag or purse!

Each method of research is distilled down to its most powerful essence, in a format that will help design teams select and implement the most credible research methods best suited to their design culture within the constraints of their projects. This valuable guide:
  • Dismantles the myth that user research methods are complicated, expensive, and time-consuming
  • Creates a shared meaning for cross-disciplinary design teams
  • Illustrates methods with compelling visualizations and case studies
  • Characterizes each method at a glance
Don't wait to get your team on the same page and designing in a completely new, more effective way! 
 

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Inhalt

001 AB Testing
002 AEIOU
003 Affinity Diagramming
004 Artifact Analysis
005 Automated Remote Research
006 Behavioral Mapping
007 Bodystorming
008 Brainstorm Graphic Organizers
053 Literature Reviews
054 The Love Letter the Breakup Letter
055 Mental Model Diagrams
056 Mind Mapping
057 Observation
058 Parallel Prototyping
059 Participant Observation
060 Participatory Action Research PAR

009 Business Origami
010 Card Sorting
011 Case Studies
012 Cognitive Mapping
013 Cognitive Walkthrough
014 Collage
015 Competitive Testing
016 Concept Mapping
017 Content Analysis
018 Content Inventory Audit
019 Contextual Design
020 Contextual Inquiry
021 Creative Toolkits
022 Critical Incident Technique
023 Crowdsourcing
024 Cultural Probes
025 Customer Experience Audit
026 Design Charette
027 Design Ethnography
028 Design Workshops
029 Desirability Testing
030 Diary Studies
031 Directed Storytelling
032 Elito Method
033 Ergonomic Analysis
034 Evaluative Research
035 EvidenceBased Design
036 Experience Prototyping
037 Experience Sampling Method
038 Experiments
039 Exploratory Research
040 Eyetracking
041 Flexible Modeling
042 FlyontheWall Observation
043 Focus Groups
044 Generative Research
045 Graffiti Walls
046 Heuristic Evaluation
047 Image Boards
048 Interviews
049 KJ Technique
050 Kano Analysis
051 Key Performance Indicators KPIs
052 Laddering
061 Participatory Design
062 Personal Inventories
063 Personas
064 Photo Studies
065 Picture Cards
066 Prototyping
067 Questionnaires
068 Rapid Iterative Testing Evaluation RITE
069 Remote Moderated Research
070 Research Through Design
071 RolePlaying
072 Scenario Description Swimlanes
073 Scenarios
074 Secondary Research
075 Semantic Differential
076 Shadowing
077 Simulation Exercises
078 Site Search Analytics
079 Speed Dating
080 Stakeholder Maps
081 Stakeholder Walkthrough
082 Storyboards
083 Surveys
084 Task Analysis
085 Territory Maps
086 Thematic Networks
087 ThinkAloud Protocol
088 TimeAware Research
089 Touchstone Tours
090 Triading
091 Triangulation
092 Unobtrusive Measures
093 Usability Report
094 Usability Testing
095 User Journey Maps
096 Value Opportunity Analysis
097 Web Analytics
098 Weighted Matrix
099 Wizard of Oz
100 Word Clouds
References
Copyright
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Über den Autor (2017)

Bruce Hanington is a professor and head of the School of Design at Carnegie Mellon University in Pittsburgh, Pennsylvania. Prior to this, he was director of graduate studies, and program chair of industrial design. Bruce has dedicated his teaching and research to methods and practices for human centered design, with an emphasis on design ethnography, participatory design, and the meaning of form in context. In addition to working with industry partners through collaborative projects and executive education, his work has been published in Design Issues, The Design Journal, and Interactions, with chapters in Affective Sciences in Human Factors and Human-Computer Interaction and The Routledge Handbook of Sustainable Design.

Bella Martin is a Lead User Experience Researcher in Atlanta, Georgia. After contributing to award-winning design projects for Microsoft Research, the U.S. Postal Service, GlaxoSmithKline, and Allstate Financial, she now invests much of her time working with organizations who are new to the methods of user-centered research, but eager to give their users a voice in the design process. Bella holds a Master of Design from Carnegie Mellon University, where she first began her ongoing work in visualizing user-centered research methods.

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