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APDD
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Practice

How design is done: approaches, processes, methods and artifacts shared by several disciplines.

Approaches

General ways of tackling a design problem.

Human-centered design

Designing from the needs, context and participation of the people who will use something.

Design thinking

Tackling open problems the way design does: understanding people, ideating and prototyping.

User-centered design

Designing systems around the tasks and abilities of the people who use them, testing early and often.

Co-design

Designing together with the people who will live with the result, with tools so they can create too.

EAST framework

To change a behavior, make it easy, attractive, social and timely.

Jobs to be done

Understanding what progress a person seeks in a situation and what they “hire” a product for.

Lean UX

Designing in short cycles of hypothesis, testing and learning, as a team and with little documentation.

Agile UX

Fitting research and design into the rhythm of agile development teams.

Design justice

Designing with the communities most affected, to share what design gives and takes more fairly.

Evidence-based design

Making design decisions based on the best available research, and measuring their effects afterward.

Value sensitive design

Taking into account the values of everyone affected throughout the design of a technology.

Privacy by design

Protecting personal data from the first sketch, with the most private option already set.

Processes

How the phases of a project are ordered.

Double Diamond

Open up and narrow down twice: first to find the right problem, then the solution.

Design sprint

Five days to go from an important problem to a prototype tested with real customers.

Lean Startup

Build the minimum, measure how people respond and learn, in short cycles.

Contextual Design

A complete process that goes from observing people at work to designing and testing the product.

Methods

Concrete techniques to research, synthesize, ideate or test.

Research

To get to know people and their context.

In-depth interview

A long, open conversation with one person to understand their experiences and motives.

Contextual inquiry

Observing and asking people questions while they do their work, in their own setting.

Shadowing

Following a person like their shadow for a while to observe what they do.

Ethnography

Spending time in people’s world to understand their daily life and culture from the inside.

Go-along

Accompany someone as they do something in their own setting, like shopping, and ask questions along the way.

Diary study

People record what they do and feel over days or weeks, as it happens.

Focus group

A moderated conversation with a small group to learn their opinions and how they influence each other.

Survey

The same questions to many people, to measure how many think or do something.

Mystery shopping

Someone poses as a customer to experience and evaluate the service as it is actually delivered.

Service safari

Going out to experience services firsthand to observe what works and what does not.

Benchmarking

Comparing how others solve the same thing, to learn from their successes and mistakes.

Horizon scanning

Continuously looking for signals of change outside your field to anticipate what may come.

Generative tools

Materials for people to make something, such as a collage, and express what is hard to put into words.

Analogous inspiration

Observing a place from another field that shares something with your problem, to see it with fresh eyes.

Trend research

Detecting and explaining changes in society, culture and consumption before they become widespread.

Futures wheel

A diagram for exploring the direct and indirect consequences of a change.

Stakeholder map

Drawing who can influence a project or be affected by it, and how they relate to each other.

Cultural probes

A pack of open-ended tasks that people complete on their own in daily life and send back.

Delphi method

Consulting experts over several rounds of questionnaires, showing them the group’s answers each time.

Synthesize

To organize what was learned and give it shape.

Five whys

Asking “why?” several times in a row until you reach the root cause of a problem.

Personas

Research-based characters that represent groups of users and their goals.

Journey map

A map of a person's path through a service, with what they do, use and feel at each step.

Ecosystem map

Drawing all the actors in a service and what they exchange, to see the whole system.

Card sorting

Asking people to group cards to understand how they organize information.

User stories

Describing each feature as a short need: who, what they want and why.

Business Model Canvas

A sheet with nine blocks to see, on one page, how a project creates value and sustains itself.

Empathy map

A sheet that sorts what a person says, does, thinks and feels, so the team understands them together.

Causal loop diagram

A map of arrows that shows how some things push others until they form circles.

User story mapping

Laying out what the person will do from left to right, with what is needed below, to plan each release.

Kano model

Classifies a product's features by how they change the satisfaction of the people who use it.

Three horizons

A framework for talking about change with three curves: what works today, what's coming and the transition.

Mood board

A board of images, colors and textures that sets the tone of a project before designing it.

Ideate and test

To generate ideas and check whether they work.

How might we…?

Turning an insight or a problem into an open question that invites ideas.

Brainstorming

Generating many ideas as a group without judging them until the end.

Prototyping

Building quick, incomplete versions of an idea to test it before developing it.

Usability testing

Watching real people attempt tasks with the product to find out where they get stuck.

Scenario planning

Imagining several plausible futures to make decisions that hold up in all of them.

SCAMPER

Seven questions for turning something that already exists into new ideas.

Crazy 8s

Sketching eight variations of an idea in eight minutes.

Mind map

Opening up a central topic into branches of related ideas.

Sketching

Drawing ideas quickly and cheaply to think them through and share them.

Storyboard

Telling in panels how someone uses a product or a service.

Bodystorming

Ideating in the real place, acting out with your body how the idea would be used.

Charrette

An intensive multi-day workshop where design teams and affected people propose and review together.

Role playing

Acting out a future situation with simple objects to come up with and test a product or service.

Dot voting

Each person spreads a few dots among the ideas, and the most voted ones move forward.

Design by analogy

Look at how a similar problem is solved in another field and transfer the idea.

MoSCoW method

Sorting what you want to do into must, should, could and “not this time”.

Value Proposition Canvas

Checking whether what you offer responds to what a type of customer is trying to do, suffers and wants.

Six Thinking Hats

Reviewing an idea as a group, everyone from the same angle at once, switching angles in stages.

Desktop walkthrough

Rehearsing a service or a space with a small model and figures that walk through each step.

Wizard of Oz

Testing a system that doesn't exist yet, with a hidden person acting as the machine.

Backcasting

Imagining the future you want and walking back to today to see which steps lead there.

A/B testing

Showing two versions to random groups and measuring which one works better.

Experience prototyping

Living firsthand what it would be like to use something, with a simple setup, before building it.

Premortem

Imagining the project has already failed, to find in time what could go wrong.

Design speed dating

Showing many ideas as storyboards, one after another, to see which ones meet a real need.

Morphological analysis

Breaking a problem into parts, listing options for each and combining them to find ideas.

Tree testing

Checks whether people can find things in a site's menu, using only the names and no design.

Synectics

Using metaphors and analogies to see a familiar problem as if it were strange.

Accessibility audit

Reviewing a site or app against accessibility guidelines to find what excludes someone.

Cognitive walkthrough

Walking through a task step by step as a newcomer would, to see where they'd get lost.

LEGO® Serious Play®

Building models with LEGO bricks to think through a question as a group and tell what they mean.

Artifacts

What is produced and shared: maps, diagrams, systems.

Service blueprint

A map of the service that shows both what the person experiences and what makes it possible.

Design principles

A few rules, born from research, that guide every decision in a project.

Design system

The set of shared components, rules, and criteria a team uses to build its interfaces.

Wireframe

The outline of a screen in boxes and lines, without final colors or images.

User flow

The step-by-step path a person follows to complete a task in a product.

Mockup

How a screen will look, with real colors, type, images and text, but without interaction.