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IDEO Method Cards for Design Research

This document summarizes various methods from IDEO's method cards for analyzing information, observing people, and eliciting information from people. It describes 17 different methods including affinity diagrams, anthropometric analysis, cognitive task analysis, shadowing, card sorting, cultural probes, and behavior sampling. The summary provides a high-level overview of each method, briefly describing how to conduct it and why it is useful.

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Vikram Chandra
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0% found this document useful (0 votes)
872 views4 pages

IDEO Method Cards for Design Research

This document summarizes various methods from IDEO's method cards for analyzing information, observing people, and eliciting information from people. It describes 17 different methods including affinity diagrams, anthropometric analysis, cognitive task analysis, shadowing, card sorting, cultural probes, and behavior sampling. The summary provides a high-level overview of each method, briefly describing how to conduct it and why it is useful.

Uploaded by

Vikram Chandra
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

IDEO

method cards
Learn:
Analyze the information you’ve collected to identify patterns & insights.
Activity Analysis
How: list or represent in detail all tasks, actions, objects, performers, and interactions involved in a process.
Why: useful way to identify & prioritize which stake-holders to interview as well as which =issues to address.
Affinity Diagrams
How: cluster design elements according to intuitive relationships such as similarity, dependence, proximity,...
Why: useful way to identify connections between issues & reveal innovation opportunities
Anthropometric Analysis
How: use human population measurement data to check coverage & suitability of design solution
Why: identifies a representative group of people for testing design concepts & evaluating usability
Character Profiles
How: observe real people to develop character profiles to represent archetypes & behavior, lifestyle details
Why: brings typical customer to life & communicates value of different concepts to various target groups
Cognitive Task Analysis
How: list & summarize all of a user’s sensory inputs, decision points & actions
Why: develops understanding of users’ perceptual, attention, & informational needs & potential bottlenecks
Competitive Product Survey
How: Collect, compare & conduct evaluations of the product’s competition
Why: useful way to establish functional requirements, performance standards & other benchmarks
Cross-Cultural comparisons
How: using personal & published accounts to reveal differences in behaviour & artifacts between groups
Why: helps team understand cultural factors & implications for project
Error Analysis
How: list all things that can go wrong when using a product & determine various possible causes
Why: helps understand how design features mitigate or contribute to inevitable human & other errors
Flow Analysis
How: represent flow of information or activity through all phases of a system or process
Why: useful for identifying bottlenecks & opportunities for functional alternatives
Historical Analysis
How: compare features of an industry, organization, group, market segment or practice @ various dev. stages
Why: helps identify trends & cycles of product use & customer behavior & to project into future
Long-Range Forecasts
How: prose scenario write up that describe how social and/or technological trends might influence people
Why: predicting changes in behavior, industry, technology can help clients understand design decisions
Secondary Research
How: review published articles, papers & other pertinent documents to be informed on design issue viewpoint
Why: helps ground observations & develops point of view on state of the art

summarized from IDEO METHOD CARDS


IDEO
method cards
Look:
Observe People to discover what they do rather than what they say they do.
A Day in the Life
How:catalog activities & contexts that users experience throughout an entire day
Why: reveals unanticipated issues inherent in routines & circumstances people experience daily
Behavioral Archaeology
How: evidence of people’s activities inherent in placement, wear patterns, & organization of places & things
Why: reveals prominence of artifacts & environments in lives, highlighting aspects of lifestyle, habits, values
Behavioral Mapping
How: track positions & movements of people within a space over time
Why: helps define zones of different spatial behaviours
Fly on the Wall
How: observe & record behaviour within its context, without interference in people’s activities
Why: useful to see what people actually do within real contexts & time frames
Guided Tours
How:accompany participants on a guided tour of project-relevant spaces & activities they experience
Why: an exploration of objects & actions in situ helps people recall their intentions & values
Personal Inventory
How: document the things that people identify as important to them
Why: method useful for revealing people’s activities, perceptions & values & the patterns amongst them
Rapid Ethnography
How: spend as much time as you can with the relevant people, establish trust first
Why: 1st hand understand habits, rituals, natural language & meanings around relevant activities & artifacts
Shadowing
How: tag along with people to observe & understand their day-to-day routines, interactions & contexts
Why: reveals design opportunities & show how a product might affect or complement user’s behaviour
Social Network Mapping
How: map social interactions within a user group & map the network of their interactions
Why: helps to understand interpersonal & professional relationship structures within workgroups
Still-Photo Survey
How: shooting script & capture pictures of specific objects, activities, etc.
Why: team can use visual evidence to uncover patterns of behaviour & perceptions related to product/context
Time-Lapse Video
How: record movements in a space over an extended period of time
Why: provides objective, longitudinal view of activity within a context

summarized from IDEO METHOD CARDS


IDEO
method cards
Ask:
Enlist people’s participation to elicit information relevant to your project.
Camera Journal
How: ask potential users to keep written & visual diary of their impressions, context related to the product
Why: notation technique useful for prompting users to reveal points of view & behaviour patterns
Card Sort
How: on separate cards, name possible features, functions, design attributes. ask user to sort cards spatially
Why: exposes people’s mental model of a device or system. Organization reveals expectations & priorities
Cognitive Maps
How: participants to map an existing or virtual space & reveal how they would navigate it
Why: discovers significant elements, pathways, & other spatial behaviour associated with real/virtual environ.
Collage
How: participants build a collage from provided image collection & provide explanations of arrangement/selection
Why: illustrates participants’ understanding & perceptions of issues & helps verbalize complex/unimagined themes
Conceptual Landscape
How: diagram, sketch, map the aspects of abstract social & behavioural constructs or phenomena
Why: helps understand people’s mental models of the issues related to the design problem
Cultural Probes
How: provide participants with a camera journal kit within one or across many cultures
Why: collect & evaluate perceptions & behaviours within or across cultures
Draw the Experience
How: participants to visualize an experience through drawings & diagrams
Why: debunks assumptions & reveals how people conceive of & order their experiences & activities
Extreme User Interviews
How: extremely familiar or completely unfamiliar product users are asked to evaluate product
Why: highlights key issues of the design problem & provide insights for design improvements
Five Whys?
How: ask ‘why’ questions in response to five consecutive answers
Why: forces people to examine & express the underlying reasons for their behaviour & attitudes
Foreign Correspondents
How: input from other countries to derive basic international design principles
Why: illustrates varied cultural & environmental contexts in which products are used
Narration
How: as they perform a process or execute a specific task, ask user to describe aloud what they are thinking
Why: reaches users’ motivations, concerns, perceptions, & reasoning
Surveys & Questionnaires
How: targeted questions to ascertain particular characteristics & perceptions of users
Why: quick way to elicit answers from a large # of users
Un-focus Group
How: assemble diverse group to use a stimulating range of materials & create things relevant to project
Why: encourages rich, creative & divergent contributions from potential users, releases inhibitions & new thinking
Word-Concept Association
How: association of descriptive words with different design concepts/features to show how perceived/valued
Why: helps evaluate & prioritize design features & concepts
summarized from IDEO METHOD CARDS
IDEO
method cards
Try:
Create simulations to help empathize with people and to evaluate proposed designs.
Behavior Sampling
How: give people a pager/phone & ask them to record & evaluate their situation when it rings
Why: useful way to discover how products/services get integrated into people’s routines in unanticipated ways
Be Your Customer
How: ask client to describe, outline, or enact their typical customer’s experience
Why: reveals client’s perceptions of their customer & provide an informative contrast to actual customer experiences
Body-storming
How: set up scenario, act out roles, with/out props, focusing on intuitive responses prompted by physical enactment
Why: quickly generates and tests many context and behaviour based concepts
Empathy tools
How: use tools like clouded glasses & weighted gloves, experience processes as though you have other user abilities
Why: easy way to prompt empathic understanding for users with disabilities or special conditions
Experience Prototype
How: quickly prototype a concept & use it to learn from a simulation of the experience using the product
Why: reveals unanticipated issues or needs, as well as evaluating ideas
Informance
How: role play insights or behaviours that you have witnessed or researched
Why: helps communicate insight & builds a shared understanding of a concept & its implications
Paper Prototyping
How: rapidly sketch, layout & evaluate interaction design concepts for basic usability
Why: quickly organizes, articulates and visualizes interaction design concepts
Predict Next Year’s Headlines
How: clients to project their company into the future, identifying how they develop/sustain customer relationship
Why: helps clients to define which design issues to pursue in product development
Quick-and-Dirty Prototyping
How: using any material available, quickly assemble possible forms or interactions for evaluation
Why: communicates a concept to the team & evaluates how to refine the design
Role-Playing
How: identify stake-holders involved in the design problem & assign those roles to team members
Why: can trigger empathy by team for actual users & raise other relevant issues
Scale Modelling
How: use scaled, generic architectural model components to design spaces with client, team & users
Why: spatial prototyping helps raise issues & respond to the underlying needs of different stake-holders
Scenarios
How: illustrate a character rich story line describing the context of use for a product/service
Why: communicates & tests essence of a design idea within its probably use context
Scenario Testing
How: show users a series of cards depicting possible future scenarios & invite them to share reactions
Why: helps compile feature set within a possible context of use & communicates value of a concept to clients
Try it Yourself
How: use the product or prototype you are designing
Why: helps team appreciate experience the actual users might have
summarized from IDEO METHOD CARDS

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