Human-centered design
Designing from the needs, context and participation of the people who will use something.
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How design is done: approaches, processes, methods and artifacts shared by several disciplines.
General ways of tackling a design problem.
Designing from the needs, context and participation of the people who will use something.
Tackling open problems the way design does: understanding people, ideating and prototyping.
Designing systems around the tasks and abilities of the people who use them, testing early and often.
Designing with the people affected as full partners, not just as informants.
Designing together with the people who will live with the result, with tools so they can create too.
Researching by designing: prototypes are used to generate knowledge, not just products.
To change a behavior, make it easy, attractive, social and timely.
Understanding what progress a person seeks in a situation and what they “hire” a product for.
Designing in short cycles of hypothesis, testing and learning, as a team and with little documentation.
Fitting research and design into the rhythm of agile development teams.
Designing with the communities most affected, to share what design gives and takes more fairly.
Making design decisions based on the best available research, and measuring their effects afterward.
Taking into account the values of everyone affected throughout the design of a technology.
Protecting personal data from the first sketch, with the most private option already set.
How the phases of a project are ordered.
Open up and narrow down twice: first to find the right problem, then the solution.
Five days to go from an important problem to a prototype tested with real customers.
Build the minimum, measure how people respond and learn, in short cycles.
A complete process that goes from observing people at work to designing and testing the product.
Concrete techniques to research, synthesize, ideate or test.
To get to know people and their context.
A long, open conversation with one person to understand their experiences and motives.
Observing and asking people questions while they do their work, in their own setting.
Following a person like their shadow for a while to observe what they do.
Spending time in people’s world to understand their daily life and culture from the inside.
Accompany someone as they do something in their own setting, like shopping, and ask questions along the way.
People record what they do and feel over days or weeks, as it happens.
A moderated conversation with a small group to learn their opinions and how they influence each other.
The same questions to many people, to measure how many think or do something.
Someone poses as a customer to experience and evaluate the service as it is actually delivered.
Going out to experience services firsthand to observe what works and what does not.
Comparing how others solve the same thing, to learn from their successes and mistakes.
Continuously looking for signals of change outside your field to anticipate what may come.
Materials for people to make something, such as a collage, and express what is hard to put into words.
Observing a place from another field that shares something with your problem, to see it with fresh eyes.
Detecting and explaining changes in society, culture and consumption before they become widespread.
A diagram for exploring the direct and indirect consequences of a change.
Drawing who can influence a project or be affected by it, and how they relate to each other.
A pack of open-ended tasks that people complete on their own in daily life and send back.
Measures a product's environmental impact over its whole life, to know where to act when designing.
Also talking to people at the extremes to see needs the average hides.
Breaks a task down into goals and subgoals, with the plan that says in what order they're done.
Consulting experts over several rounds of questionnaires, showing them the group’s answers each time.
To organize what was learned and give it shape.
Grouping research notes by affinity so that themes emerge.
Asking “why?” several times in a row until you reach the root cause of a problem.
Research-based characters that represent groups of users and their goals.
A map of a person's path through a service, with what they do, use and feel at each step.
Drawing all the actors in a service and what they exchange, to see the whole system.
Asking people to group cards to understand how they organize information.
Describing each feature as a short need: who, what they want and why.
A sheet with nine blocks to see, on one page, how a project creates value and sustains itself.
A sheet that sorts what a person says, does, thinks and feels, so the team understands them together.
A map of arrows that shows how some things push others until they form circles.
Laying out what the person will do from left to right, with what is needed below, to plan each release.
Looking at a problem in four layers, from what the news says to the myths that sustain it.
Classifies a product's features by how they change the satisfaction of the people who use it.
A framework for talking about change with three curves: what works today, what's coming and the transition.
A board of images, colors and textures that sets the tone of a project before designing it.
To generate ideas and check whether they work.
Turning an insight or a problem into an open question that invites ideas.
Generating many ideas as a group without judging them until the end.
Building quick, incomplete versions of an idea to test it before developing it.
Writing ideas in silence and passing the sheet on so someone else can build on them.
Watching real people attempt tasks with the product to find out where they get stuck.
Imagining several plausible futures to make decisions that hold up in all of them.
Seven questions for turning something that already exists into new ideas.
Sketching eight variations of an idea in eight minutes.
A card game for imagining objects from possible futures and talking about them.
Opening up a central topic into branches of related ideas.
Drawing ideas quickly and cheaply to think them through and share them.
Telling in panels how someone uses a product or a service.
Ideating in the real place, acting out with your body how the idea would be used.
An intensive multi-day workshop where design teams and affected people propose and review together.
Acting out a future situation with simple objects to come up with and test a product or service.
Each person spreads a few dots among the ideas, and the most voted ones move forward.
Look at how a similar problem is solved in another field and transfer the idea.
Sorting what you want to do into must, should, could and “not this time”.
Checking whether what you offer responds to what a type of customer is trying to do, suffers and wants.
Reviewing an idea as a group, everyone from the same angle at once, switching angles in stages.
Rethinking an offering by asking what to eliminate, reduce, raise and create.
Rehearsing a service or a space with a small model and figures that walk through each step.
Testing a system that doesn't exist yet, with a hidden person acting as the machine.
Imagining the future you want and walking back to today to see which steps lead there.
Showing two versions to random groups and measuring which one works better.
Living firsthand what it would be like to use something, with a simple setup, before building it.
Imagining the project has already failed, to find in time what could go wrong.
A ten-statement questionnaire that gives a 0 to 100 score for how easy something is to use.
Showing many ideas as storyboards, one after another, to see which ones meet a real need.
Breaking a problem into parts, listing options for each and combining them to find ideas.
Checks whether people can find things in a site's menu, using only the names and no design.
Using metaphors and analogies to see a familiar problem as if it were strange.
Reviewing a site or app against accessibility guidelines to find what excludes someone.
Walking through a task step by step as a newcomer would, to see where they'd get lost.
Building models with LEGO bricks to think through a question as a group and tell what they mean.
What is produced and shared: maps, diagrams, systems.
A map of the service that shows both what the person experiences and what makes it possible.
A few rules, born from research, that guide every decision in a project.
The set of shared components, rules, and criteria a team uses to build its interfaces.
The outline of a screen in boxes and lines, without final colors or images.
The step-by-step path a person follows to complete a task in a product.
How a screen will look, with real colors, type, images and text, but without interaction.
A tree-shaped map that links the outcome you want with people’s needs, ideas and tests.