Route · Public Design Atlas
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Agile UX
Ways of working that integrate research and experience design into agile development, in short iterations and in parallel with the people who code.
How it’s used
How it’s done
- While one cycle is being built, design prepares the next one.
- What was built in the previous cycle is tested with users.
- What you learn goes into the design of the next cycle.
- Avoid
- Reducing design to decorating what has already been coded.
Co-design
The collective creativity of designers and people not trained in design, applied throughout the whole process. It is a specific case of co-creation.
How it’s used
How it’s done
- The design team prepares materials so anyone can create.
- People create from their own experience.
- Together, everyone interprets what was made and decides what to design.
- Avoid
- Inviting people to co-design when the solution has already been decided.
Contextual Design
A design process that starts by observing people in context, organizes what was learned into shared models and diagrams, and turns it into visions, product structure and prototypes.
How it’s used
How it’s done
- Observe and ask people while they work, through contextual inquiry.
- The team interprets and models what was learned in joint sessions, an affinity diagram and work models.
- Envision, structure and test the product with visions, storyboards and paper prototypes.
- Avoid
- Stopping at contextual inquiry and jumping to solutions without interpreting or modeling what you observed.
Design justice
An approach that examines how design distributes benefits and harms among groups of people and that puts the communities who live with the consequences at the center, to design with them.
How it’s used
How it’s done
- Ask who wins and who loses with the design.
- Design with the people most affected, from the start.
- Share control of the process and the outcomes.
- Avoid
- Inviting the community only to validate at the end what has already been decided.
Design sprint
A five-day process in which a small team understands a problem, proposes solutions, chooses one, prototypes it, and tests it with five customers.
How it’s used
How it’s done
- A small team meets for five days in a row.
- From Monday to Thursday it understands the problem, sketches, decides and prototypes.
- On Friday the prototype is tested with five customers.
- Avoid
- Running a sprint for small things that can simply be decided.
Design thinking
A way of tackling open problems with design methods: understanding people, reframing the problem, generating many options and learning by prototyping.
How it’s used
How it’s done
- Understand and define. Observe people and reframe the problem with what you learn.
- Ideate. Many options before settling on one.
- Prototype and test. Build something quickly and learn from how people use it. If needed, go back.
- Avoid
- Reducing it to a workshop with sticky notes: without research with real people, it’s just brainstorming.
Double Diamond
A four-phase process model (discover, define, develop and deliver) that alternates divergent and convergent thinking twice.
How it’s used
How it’s done
- Diverge: open up options without judging.
- Converge: choose and narrow down.
- Doing it twice separates understanding the problem from solving it.
- Avoid
- Following it as a rigid waterfall: in practice you go back many times.
EAST framework
A Behavioural Insights Team framework that sums up how to encourage a behavior: make it easy, attractive, social and timely.
How it’s used
How it’s done
- Choose the behavior you want to encourage, specifically.
- Go through the four letters: remove effort, catch attention, show what others do and pick the moment.
- Run an experiment to see which version really works.
- Avoid
- Using social pressure with false or exaggerated data.
Evidence-based design
An approach that bases design decisions, especially for buildings, on the best available research and that measures the results to learn from them.
How it’s used
How it’s done
- Review the existing research on the problem.
- Design with clear hypotheses about its effect.
- Measure what happened afterward and share it.
- Avoid
- Citing an isolated study as if it were a law.
Human-centered design
An approach that designs from the people who will use something: understand their context, involve them, test with them and repeat until it works.
How it’s used
How it’s done
- Understand people and their context.
- Propose ideas and prototypes.
- Test with them and start again.
- Avoid
- Calling a project human-centered when nobody has talked to the people it serves.
Jobs to be done
Understanding customers by the progress they are trying to make in a specific situation, the “job” they hire a product for, not by their demographics.
How it’s used
How it’s done
- Look at the situation. When, where and with whom the product is chosen.
- Find the job. What progress is sought and what alternatives are used.
- Design for that job. Improve what matters in that situation.
- Avoid
- Confusing the job with a product feature.
Lean Startup
A process for creating products and businesses under high uncertainty through build–measure–learn cycles, starting with a minimum viable product.
How it’s used
How it’s done
- Build the minimum needed to test a hypothesis.
- Measure how people respond.
- Learn and decide the next cycle.
- Avoid
- Calling something half-finished a “minimum viable product” when it lets you learn nothing.
Lean UX
An approach that applies lean ideas to digital product design: form hypotheses, build the minimum to test them and learn fast, instead of delivering long documents.
How it’s used
How it’s done
- Form a hypothesis and how to measure it.
- Build the minimum to test it.
- Learn and decide the next step.
- Avoid
- Using it as an excuse not to research or document anything.
Participatory design
An approach in which the people who will live with the result take part as partners throughout the design process and decide together with the team.
How it’s used
How it’s done
- Form a group with the people who will live with the result.
- The team and the people learn from each other.
- Decisions are made together at every stage, from start to finish.
- Avoid
- Calling a survey, or a workshop where nothing is decided, participation.
Privacy by design
An approach that builds the protection of personal data into a product or service from the start, instead of adding it at the end, and makes the most private option the default.
How it’s used
How it’s done
- Ask what data is really needed and what for.
- Design with the minimum, and with the most private option already selected.
- Protect the data throughout the life of the service, until it is deleted.
- Avoid
- Asking for data “just in case” or leaving the sharing boxes ticked.
Research through design
A way of doing research in which designing is the method: prototypes and artifacts are created to produce knowledge about a problem, not just to solve it.
How it’s used
How it’s done
- Pose a question that cannot be answered by observation alone.
- Design and build an artifact that explores it.
- Document what was learned so it is useful beyond the project.
- Avoid
- Calling any design project research without documenting what was learned.
User-centered design
An approach born in human-computer interaction that puts the person using a system at the center: their tasks, their abilities and their errors.
How it’s used
How it’s done
- Get to know the people and their tasks before designing.
- Observe and measure how they use a prototype.
- Fix it and test again until it works.
- Avoid
- Leaving user testing for when nothing can be changed anymore.
Value sensitive design
An approach that builds human values, such as privacy, autonomy or trust, into the design of a technology from start to finish, also thinking about those who don't use it.
How it’s used
How it’s done
- Name the values at stake and who they affect.
- Investigate how direct and indirect stakeholders experience them.
- Design to support them, and review the result.
- Avoid
- Making a list of values at the start and never looking at it again.
Research
To get to know people and their context.
Analogous inspiration
Observing a situation from another field that shares a trait with the design problem; for example, waiting at an airport to rethink waiting at a hospital.
How it’s used
How it’s done
- Choose the trait and the place.
- Observe and take notes.
- Transfer what you learned to the problem.
- Output
- Ideas drawn from a similar situation in another field
- Avoid
- Going on an outing without knowing what you are looking for.
Benchmarking
Systematically comparing how other organizations or products solve the same problem, to find good practices and opportunities.
How it’s used
How it’s done
- Choose references. Which products or services, and with what criteria.
- Explore and document. Screenshots, notes, strengths and weaknesses.
- Compare. Put them side by side and draw conclusions.
- Output
- A structured comparison of solutions, with good practices and opportunities
- Avoid
- Copying what competitors do without knowing whether it works for them.
Contextual inquiry
A method in which people are observed and asked questions while they carry out their tasks in their own setting, like an apprentice beside a master.
How it’s used
How it’s done
- You accompany the person while they do their real work.
- You ask in the moment, without interrupting too much.
- You interpret with them what you have observed.
- Output
- Notes on how a person works in their setting, and why
- Avoid
- Turning it into a sit-down interview far from where everything happens: ask the person to show you how they do it, as if you were going to learn their job.
Cultural probes
A pack of materials with open-ended tasks, such as postcards, maps, a camera or a diary, that people complete on their own over a few days and then return to the team.
How it’s used
How it’s done
- Design the pack with tasks made for that group of people.
- People complete it over a few days, on their own.
- The team reads it together and draws design ideas from it.
- Output
- Photos, maps, postcards, and notes from people that inspire ideas about their daily lives
- Avoid
- Treating them like a survey and counting answers.
Delphi method
A method that asks a group of experts through questionnaires in several rounds and, between rounds, gives them back a summary of what the group answered so they can revise their opinion.
How it’s used
How it’s done
- Choose the group of experts and the question.
- Each expert answers in writing, in each round.
- Return the summary and repeat until the answers settle.
- Output
- The reasoned opinion of a group of experts and where they agree or disagree
- Avoid
- Choosing only experts who think alike; the result will look like an agreement that doesn't exist.
Diary study
Participants record their activities, experiences or emotions over a period at the moment they happen, using text, photos or audio.
How it’s used
How it’s done
- Give the instructions. What to record, when and with what.
- Follow along. Reminders and review of what comes in each day.
- Close with an interview. Talk with each person about their diary.
- Output
- Records of activities and emotions noted in the moment
- Avoid
- Asking for too much each day: people stop writing.
Ethnography
Studying a group by spending time with it in its own setting, observing and taking part, to understand its practices and what they mean to its members.
How it’s used
How it’s done
- Enter the field. Gain access and trust in the place.
- Observe and take notes. Field notes, photos and informal conversations.
- Interpret. Look for patterns and meanings in what you gathered.
- Output
- A description of a group’s practices and what they mean to its members
- Avoid
- Calling a one-afternoon visit ethnography: it takes time and repeat visits.
Extremes and mainstreams
Researching with both typical people in the audience and people at its extremes, to discover needs and uses the average user doesn't show.
How it’s used
How it’s done
- Define the axes along which the audience varies.
- Talk with people at the extremes and in the middle.
- Compare their needs and their workarounds.
- Output
- Needs, unexpected uses, and workarounds people invent, beyond the average user
- Avoid
- Turning the extremes into a curiosity; they are also people you design for.
Focus group
A conversation led by a moderator with a small group on a specific topic, to learn their opinions and how they build them by talking to each other.
How it’s used
How it’s done
- Prepare. A topic guide and the stimulus to be shown.
- Moderate. Open the conversation and share out the turns.
- Analyze. Look for themes, agreements and disagreements.
- Output
- A group’s opinions and how they build them through conversation
- Avoid
- Using it to measure how many people prefer something: it is small and the group sways opinions.
Futures wheel
A diagram that places a change at the center and, in rings, its direct consequences, the consequences of those consequences, and so on.
How it’s used
How it’s done
- Write the change at the center.
- Add the direct consequences.
- Continue with the indirect ones.
- Output
- A diagram of the consequences of a change, in rings
- Avoid
- Stopping at the first ring.
Generative tools
Kits of materials (images, words, pieces) that people use to create collages, maps or models to express experiences, feelings and ideas that are hard to put into words.
How it’s used
How it’s done
- Prepare the kit. Images, words and a clear prompt.
- Create. Each person builds their collage, map or model.
- Tell it. The person explains what they made and why; it is recorded.
- Output
- Collages, maps or models made by the participants themselves
- Avoid
- Analyzing the collage without the explanation of the person who made it.
Go-along
Accompany a person during an everyday activity in their own setting, like shopping or getting around their neighborhood, and talk about what happens in the moment.
How it’s used
How it’s done
- Agree on the outing. Which activity, where and for how long.
- Go along and talk. Observe, ask, and take notes or photos with permission.
- Review afterward. Sort notes and key moments as soon as possible.
- Output
- Notes and observations of an activity seen in its real context
- Avoid
- Turning it into a tour led by you: let the person set the route.
A method that starts from a task's goal and divides it into ever more concrete subgoals and operations, along with the plans that say when and in what order each one is done.
How it’s used
How it’s done
- Set the main goal of the task.
- Divide it into subgoals and operations, with the plans that order them.
- Mark the weak points where an error would be likely or serious.
- Output
- A tree of the task with its goals, steps and plans, and the points where it can fail
- Avoid
- Describing only how it should be done; observe how people actually do it.
Horizon scanning
Systematically and continuously looking for and reviewing signals of change in the wider context (technology, society, economy, politics, environment) to anticipate what may come.
How it’s used
How it’s done
- Define the scope. Which topics and which sources will be monitored.
- Collect signals. News, products, studies and new behaviors.
- Cluster and assess. Which patterns appear and what they could change.
- Output
- An organized collection of signals of change
- Avoid
- Reading only sources from your own industry: they will confirm what you already know.
In-depth interview
A long, open, guided conversation with a single person to understand in detail their experiences, motivations and way of seeing a topic.
How it’s used
How it’s done
- Prepare a guide of topics, not a closed questionnaire.
- Have a conversation following what the person tells you.
- Record and analyze looking for themes and quotes.
- Output
- Detailed accounts of experiences and motivations
- Avoid
- Asking for general opinions instead of concrete stories (“the last time you…”), asking leading questions or selling your idea.
A standardized method that quantifies the resources a product consumes and the emissions it generates at every stage, from raw materials to end of life, and estimates its impact.
How it’s used
How it’s done
- Define the goal, the boundaries of the study and the functional unit.
- Take inventory of what goes in and out at each stage.
- Assess the impact and interpret it to decide what to change in the design.
- Output
- The product's environmental impact, stage by stage, and where it concentrates
- Avoid
- Comparing studies done with different boundaries or functional units.
Mystery shopping
A trained person poses as a customer to experience a service and evaluate it against defined criteria, without the staff knowing they are being observed.
How it’s used
How it’s done
- Define. The journey and the evaluation criteria.
- Visit. Experience the service as a customer and write it down right after.
- Compare. Contrast visits, locations and channels.
- Output
- An evaluation of the service against set criteria, seen as a customer
- Avoid
- Using it to monitor or punish specific employees.
Service safari
A research method in which the team uses real services, their own or competitors’, and notes what works and what fails.
How it’s used
How it’s done
- Choose which services to experience and what to observe.
- Use them in real conditions, taking notes and photos.
- Compare the experiences as a team.
- Output
- Notes and photos of real services, with what works and what fails
- Avoid
- Mistaking your experience for that of all users: it is a starting point, not a conclusion.
Shadowing
An observation method in which you accompany a person for a period, like their shadow, to see what they do, with whom, and why.
How it’s used
How it’s done
- Agree with the person when and for how long to accompany them.
- Observe and note what they do, with whom, and where.
- Ask afterward about what was not clear.
- Output
- Notes on a person’s complete routine
- Avoid
- Intervening or giving opinions while you observe: it changes what the person does.
Stakeholder map
A representation of the people, groups and organizations that can influence a project or be affected by it, with their weight and relationships.
How it’s used
How it’s done
- List everyone who can influence or be affected.
- Place each stakeholder by their power and interest.
- Connect the relationships and what they exchange.
- Output
- A map of stakeholders and their relationships
- Avoid
- Doing it once and never looking at it again: stakeholders and their power change.
Survey
A questionnaire with the same questions for many people, designed to measure in numbers how many think, do or prefer something.
How it’s used
How it’s done
- Define what to measure. Which decision depends on the answer.
- Write and test. Test the questionnaire with a few people before sending it.
- Send and analyze. Count, compare groups and read carefully.
- Output
- Numerical data on what many people think, do or prefer
- Avoid
- Asking about what they will do in the future (“would you use it?”): what people say they will do isn’t what they later do.
Trend research
A method for detecting, organizing and explaining changes in behaviors, values and consumption, and anticipating how they may affect a product, brand or service.
How it’s used
How it’s done
- Gather signals.
- Group them into a trend map.
- Translate them into design opportunities.
- Output
- An organized list of trends and how they could affect the project
- Avoid
- Mistaking a passing fad for a trend.
Synthesize
To organize what was learned and give it shape.
Affinity diagram
Writing each research observation on a note and grouping the notes by affinity, bottom-up, until the themes that connect them emerge.
How it’s used
How it’s done
- Write one observation on each note.
- Group the notes that are alike, without prior categories.
- Give a title to each group and arrange the groups.
- Output
- Observations grouped into themes
- Avoid
- Starting with categories already decided: that way you only confirm what you believed.
Business Model Canvas
A nine-block template that describes how an organization creates, delivers and captures value, from customers to costs.
How it’s used
How it’s done
- Start with the people you serve and what you offer them.
- Fill in the blocks on how the offer reaches them, how you charge for it and what it takes to deliver it.
- Mark the doubts and test the riskiest ones first.
- Output
- The business model on one page, ready to discuss and to test alternatives
- Avoid
- Filling it in once and filing it away as if it were a finished plan.
Card sorting
A method in which people group and name cards with content items to reveal how they mentally organize information.
How it’s used
How it’s done
- Each content item is written on a card.
- People group them and name the groups.
- You look for the patterns that repeat across participants.
- Output
- The groups and labels people use to organize the content
- Avoid
- Using cards with technical names only the team understands.
A futures studies method that analyzes a topic on four levels, from visible data to the worldviews and myths that sustain it.
How it’s used
How it’s done
- Describe the topic in each of the four layers.
- Look for another metaphor that tells the problem differently.
- Climb back up to the actions that come from that new story.
- Output
- The problem read in four layers and other possible ways of telling it
- Avoid
- Staying in the first two layers, which are the most comfortable.
Causal loop diagram
A diagram of words and arrows that shows how variables influence each other and which loops reinforce or balance a system.
How it’s used
How it’s done
- Name the variables as things that can go up or down.
- Connect them with arrows and mark whether each relationship adds or subtracts.
- Look for the loops and tell the story they explain.
- Output
- A map of the system’s cause-and-effect relationships, with its vicious and virtuous circles
- Avoid
- Adding so many variables that nobody can follow it.
Ecosystem map
A map of all the people, organizations and systems involved in a service and what they exchange: information, money, products or trust.
How it’s used
How it’s done
- List the actors: people, organizations and systems.
- Place them closer to the center the more direct the relationship.
- Draw with arrows what goes from one to another.
- Output
- A map of the actors in the service and what they exchange
- Avoid
- Drawing only your organization: the service also depends on others.
Empathy map
A template divided into zones, such as what the person says, does, sees, hears, thinks and feels, that the team fills in with what it knows about them to put itself in their shoes.
How it’s used
How it’s done
- Choose the person and what they want to achieve.
- The team fills in the zones with notes from interviews and observations.
- Review what is missing and what needs to be checked with more research.
- Output
- A sheet that sums up, as a team, how a type of person sees the world
- Avoid
- Filling it in from memory, with no research behind it, and treating what was made up as data.
Five whys
A technique for finding the root cause of a problem by asking “why?” several times in a row, each time about the previous answer.
How it’s used
How it’s done
- Describe the problem with concrete facts.
- Ask “why?” about each answer.
- Stop when you reach a cause that can be corrected.
- Output
- A chain of causes that reaches the root cause of the problem
- Avoid
- Following a single chain of causes when the problem has several.
Journey map
A method for representing a person's path through a service, step by step, with their actions, touchpoints, emotions and pain points.
How it’s used
How it’s done
- Research with real people, not imagined ones.
- Draw the journey with its emotions and pain points.
- Choose the moments most worth improving.
- Output
- A step-by-step map of the journey, with actions, touchpoints, emotions and pain points
- Avoid
- Drawing it from the office without talking to anyone: it will be the team's opinion, not the real experience.
Kano model
A method that asks, for each feature, how the person would feel if it were there and if it weren't, and uses both answers to classify it by its effect on satisfaction.
How it’s used
How it’s done
- Ask two questions per feature, one with it and one without it.
- Each person answers whether they like it, expect it, don't mind, can tolerate it or dislike it.
- Cross both answers to classify each feature.
- Output
- Features classified as basic, performance, attractive, indifferent or annoying
- Avoid
- Asking without explaining each feature well; people answer about what they imagine.
Mood board
A board, physical or digital, that brings together images, colors, materials and typefaces to express the tone and character a design will aim for.
How it’s used
How it’s done
- Gather references of images, colors, materials and lettering.
- Choose and arrange what best expresses the tone you're after.
- Discuss it as a group and adjust until the team agrees.
- Output
- A visual board with the project's tone, colors, textures and references
- Avoid
- Using images from other projects as if they were the solution; copying them raises rights issues.
Personas
A method for summarizing research in a few fictional characters, with a name, goals and context, who represent groups of users.
How it’s used
How it’s done
- Research with real users.
- Group similar goals and behaviors.
- Each group becomes a character.
- Output
- A few fictional characters, with a name, goals and context
- Avoid
- Making them up in an afternoon or filling them with stereotypes and details that don't help decide.
Three horizons
A framework for thinking about long-term change with three horizons that coexist: the current system, the future that is starting to appear, and the transitional innovations between them.
How it’s used
How it’s done
- Describe the present and what is no longer working.
- Look for signs of the future that already exist at the margins.
- Discuss the innovations that can lead from one to the other.
- Output
- A shared map of what is declining, what is emerging and the innovations that lead from one to the other
- Avoid
- Confusing it with another “three horizons” model from business consulting, which is about a company's growth, not the transformation of a system.
User stories
Short descriptions of something a person needs, written from their point of view, used to discuss and plan work in agile teams.
How it’s used
How it’s done
- Write the need in one sentence.
- Discuss with the team to understand the details.
- Confirm how you will know it is done.
- Output
- A list of stories with their acceptance criteria
- Avoid
- Writing technical tasks in the shape of a story.
User story mapping
A map in which the person's activities are arranged from left to right, like a story, and under each one go the user stories that make it possible.
How it’s used
How it’s done
- Tell the journey with the big steps from left to right.
- Hang below the stories needed for each step.
- Draw the slices that decide what goes into each release.
- Output
- A map of the person's journey with the stories below and slices for each release
- Avoid
- Making the first release a loose piece that doesn't let people complete the journey.
Ideate
To generate ideas and choose among them.
A/B testing
An experiment in which people are randomly split between two or more versions of a product and a metric is compared to see which version works better.
How it’s used
How it’s done
- Define the change, the metric and how many people you need.
- Assign people at random to the versions.
- Compare the metric and decide.
- Output
- Which version works better on a metric chosen in advance, with its margin of error
- Avoid
- Stopping the experiment as soon as you like the numbers: the result may be chance.
Backcasting
A method that starts by describing a desirable future and, from there, works backward to find which decisions and changes would be needed to reach it.
How it’s used
How it’s done
- Describe the future you want to reach.
- From there, working backward, mark the intermediate milestones.
- Decide what to do today to start the journey.
- Output
- A picture of the desired future and the steps to get there from today
- Avoid
- Describing the desired future so vaguely that you can't set milestones.
Brainstorming
A group session to generate many ideas about a problem, leaving judgment for later.
How it’s used
How it’s done
- Frame the problem as a specific question.
- Suggest ideas without criticizing them.
- Group and choose once no more ideas come.
- Output
- A long list of ideas about a problem
- Avoid
- Letting the most senior person speak first.
Brainstorming in writing: six people write three ideas in five minutes and pass the sheet on so the next person can build on them.
How it’s used
How it’s done
- Hand out the sheets with the problem written at the top.
- Write three ideas in five minutes.
- Pass the sheet and continue someone else’s ideas.
- Output
- Sheets of written ideas that build on one another
- Avoid
- Voting without having read all the sheets.
Charrette
An intensive, collaborative workshop, often lasting several days, in which design teams and affected people propose, present and revise solutions in rapid cycles.
How it’s used
How it’s done
- Prepare the problem and decide whom to invite.
- Work in groups and present to everyone.
- Revise based on what you hear, until you reach a plan.
- Output
- Proposals developed and revised as a group over a few days
- Avoid
- Calling a two-hour meeting a charrette.
Crazy 8s
Fold a sheet into eight panels and draw a variation of an idea in each one, at one minute per sketch.
How it’s used
How it’s done
- Fold the sheet into eight panels.
- Sketch one variation per minute.
- Choose the best one to develop.
- Output
- Eight sketched variations of an idea
- Avoid
- Spending the time drawing well.
Design by analogy
An ideation method that looks for similar problems in other fields, like nature or other sectors, and transfers the structure of their solution to your own problem.
How it’s used
How it’s done
- Describe the function: what needs to be achieved?
- Search for who else solves that.
- Transfer and adapt the idea.
- Output
- Ideas carried over from solutions to similar problems in other fields
- Avoid
- Copying the form of a solution from another field without understanding why it works.
Design speed dating
Showing people many concepts in a row, as storyboards or short scenes, to compare their reactions quickly and without building anything.
How it’s used
How it’s done
- Draw many ideas as storyboards, each with a question.
- People react to each storyboard, one after another.
- Act out the best ones in short scenes and adjust them.
- Output
- The ideas people recognize as needed and the limits they won't accept
- Avoid
- Asking people to vote for the nicest idea; what matters is whether it responds to something they live.
Dot voting
Each person spreads a limited number of dots (stickers or marks) among the displayed options; those with the most dots move on to the next phase.
How it’s used
How it’s done
- Display all the options in view.
- Vote with a few dots, in silence.
- Count and discuss the most voted ones.
- Output
- A selection of ideas ranked by support
- Avoid
- Voting in turns and in full view, because the first dots sway everyone else.
Four Actions Framework
Four questions for redesigning an offering against its industry: which factors to eliminate, which to reduce, which to raise and which to create that nobody offers.
How it’s used
How it’s done
- Draw the strategy canvas: the industry’s factors and the level of each offering.
- Ask the four actions about each factor.
- Redraw the new value curve and compare it.
- Output
- A strategy canvas with the new value curve
- Avoid
- Only adding: without eliminating or reducing, the offering gets more expensive.
How might we…?
A technique for turning a problem or an insight into an open, optimistic question that invites ideas: “How might we…?”
How it’s used
How it’s done
- You start from an insight or a specific problem.
- You reframe it as a question neither too broad nor too narrow.
- You use it as the starting point for ideation.
- Output
- Open questions that invite ideas
- Avoid
- Putting the solution inside the question (“How might we build an app that…?”).
LEGO® Serious Play®
A workshop method in which each person answers a question by building a metaphorical model with LEGO bricks and then explains what it means.
How it’s used
How it’s done
- Set the question or challenge.
- Build each person their own model, in a few minutes.
- Share and reflect tell the story of the model, listen, and repeat the cycle with another question.
- Output
- Models made of bricks that give shape to each person’s ideas, and a conversation in which everyone takes part
- Avoid
- Interpreting someone else’s model or correcting it.
Mind map
A diagram that starts from a central topic and opens it up into branches of related ideas, from the general to the specific.
How it’s used
How it’s done
- Write the topic in the center.
- Open branches with the main ideas.
- Keep opening ideas from each branch.
- Output
- A diagram of ideas branching out from a central topic
- Avoid
- Confusing it with an affinity diagram: here the branches grow from a topic, not from the data.
Morphological analysis
A method that breaks a problem down into its dimensions, lists the options for each and explores the possible combinations in a table.
How it’s used
How it’s done
- Name the parts of the problem, in columns.
- Fill in the options for each part, in rows.
- Combine them by choosing one option per column, and assess the best.
- Output
- A table of parts and options, and the most promising combinations
- Avoid
- Using so many parts and options that the combinations become impossible to review.
Premortem
A short meeting in which the team assumes the project has already failed and each person writes down why, to uncover risks before starting.
How it’s used
How it’s done
- Present the plan and announce that, months later, it failed.
- Each person writes the reasons for the failure, and then they are read one by one.
- Adjust the plan to prevent the most important risks.
- Output
- A ranked list of risks in the plan, with changes to avoid them
- Avoid
- Turning it into a session of complaints or blame.
Role playing
The team, and sometimes users, act out a situation with simple or cardboard objects to imagine how a product or service would work.
How it’s used
How it’s done
- Prepare the scene and the roles.
- Act out the situation with the imagined object.
- Discuss what worked and what didn't.
- Output
- Acted-out situations that show how an idea would work
- Avoid
- Turning it into theater without a design question.
SCAMPER
A list of seven questions for generating ideas from something that already exists: substitute, combine, adapt, modify, put to another use, eliminate, and rearrange.
How it’s used
How it’s done
- Choose what to transform: a product, a service, a step.
- Go through the seven questions: what do I substitute, what do I combine, what do I remove…?
- Choose the ideas worth testing.
- Output
- Variations of something that already exists, one per question
- Avoid
- Filling in the seven letters as a formality.
Scenario planning
A method for building several plausible stories of the future and checking which decisions work in all of them.
How it’s used
How it’s done
- Choose the critical uncertainties: what matters most and is least known.
- Crossing them produces several different, plausible futures.
- Each decision is tested in every scenario.
- Output
- Several plausible stories of the future and the decisions that work in all of them
- Avoid
- Making a “good”, a “bad” and a “normal” scenario: in the end only the middle one gets looked at.
Six Thinking Hats
A way of running a group discussion: everyone adopts the same mode of thinking at once, represented by a colored hat, and they switch it as they go.
How it’s used
How it’s done
- Set out the topic and the order of the hats.
- Think together wearing the same hat, and switch when it’s time.
- Conclude with blue: what is decided.
- Output
- An orderly discussion that looks at a topic through several ways of thinking
- Avoid
- Using the hats to label people (“you are the black hat”).
Synectics
A group creativity method that uses analogies and metaphors to move away from the problem and come back to it with new ideas.
How it’s used
How it’s done
- State the problem and set it aside for a moment.
- Look for analogies in nature, in other trades or in yourself.
- Return to the problem and turn the comparisons into ideas.
- Output
- New ideas that come from comparing the problem with things from other worlds
- Avoid
- Staying in the metaphor without bringing it back to the real problem.
A card game in which players combine a type of future, a place, a kind of object and a mood to imagine a specific object from that future and discuss it as a group.
How it’s used
How it’s done
- Draw the cards one of each type.
- Describe an object from that future, each person on their own.
- Discuss the ideas as a group and pick the most telling ones.
- Output
- Descriptions of objects from possible futures, to discuss as a group
- Avoid
- Stopping at the witty idea: the value lies in discussing what each object says about that future.
Value Proposition Canvas
A template to see whether an offer fits a customer type: on one side, their profile (jobs, pains and gains); on the other, the offer’s value map.
How it’s used
How it’s done
- Describe the profile of a customer type: jobs, pains and gains.
- Fill in the value map with products and services, pain relievers and gain creators.
- Test the fit between both parts with real customers.
- Output
- A canvas with the customer profile and the value map
- Avoid
- Filling the profile with assumptions and taking it as valid.
Develop and specify
To give the solution shape, test it and get it ready to be made.
Accessibility audit
A systematic review of a site or application to check whether it meets accessibility guidelines, such as WCAG, and where it fails.
How it’s used
How it’s done
- Define the scope and choose a representative sample of screens.
- Review each screen against the guidelines, with tools and by hand.
- Report what you found with priorities and proposed fixes.
- Output
- A list of the barriers found, each with the guideline it breaks and its severity
- Avoid
- Approving a page just because an automated tool found no errors.
Bodystorming
Ideating in the real place, or a similar one, and acting out the situations and ideas there with your body, instead of imagining them from a meeting room.
How it’s used
How it’s done
- Go to the place or recreate a similar one.
- Act out the situation and the ideas.
- Note what works and what doesn’t.
- Output
- Ideas tried out physically in the real place
- Avoid
- Doing it without research data: you would be acting out your assumptions.
Cognitive walkthrough
An inspection method in which a team goes through a task action by action and, at each one, asks whether a person using the system for the first time would know what to do.
How it’s used
How it’s done
- Choose a task and write down the correct sequence of actions to complete it.
- The team goes through each action and answers the four questions with a newcomer in mind.
- Each “no” is noted with its reason and an idea to fix it.
- Output
- The list of steps where a newcomer would get stuck, and why
- Avoid
- Walking through the task thinking of how you would do it, since you already know the interface.
Design principles
A short set of rules, drawn from research and the project's values, that guide design decisions so they are consistent.
How it’s used
How it’s done
- They are drawn from insights and from the project's values.
- Write only a few, clear and easy to apply.
- They are used to decide and to review the work.
- Avoid
- Writing principles so general that anyone would agree (“be easy to use”).
Design system
A set of reusable components, rules, and criteria that a team shares to design and build consistent interfaces.
How it’s used
How it’s done
- Take inventory of what already exists in the product.
- Define the pieces and their rules, from smallest to largest.
- Keep it alive: document it, use it, and update it.
- Avoid
- Creating a system no one uses because it does not meet the team’s needs.
Desktop walkthrough
A scale prototype, made with cardboard, building pieces, or figures, on which the team moves the characters step by step to rehearse a service from start to finish.
How it’s used
How it’s done
- Set up the space and the characters on the table.
- Walk through the service step by step, out loud.
- Note questions and failures, change things, and play again.
- Output
- A model of the service and a list of changes
- Avoid
- Polishing the model: it takes time away from playing.
Experience prototyping
Any setup, in any material, that lets a person experience firsthand what it would be like to use a product, a space, or a service, instead of just seeing it explained.
How it’s used
How it’s done
- Choose the moment of the experience you need to understand or test.
- Recreate it with the minimum and have someone live it firsthand.
- Note what it felt like and change the idea.
- Output
- What it feels like to use an idea and what needs to change before building it
- Avoid
- Polishing the setup before you know which moment you want to test.
Mockup
A static, high-fidelity picture of a screen or product, with its final color, type, images and content, that shows how it will look before it is built.
How it’s used
How it’s done
- Start from the structure already agreed on in the wireframe.
- Apply color, type and images with real or very realistic text and images.
- Review it with the team and, if use needs testing, link it into a prototype.
- Avoid
- Making the mockup before the structure is settled; the conversation will drift to colors.
MoSCoW method
A method that sorts requirements or ideas into four groups for a specific release: what must be in (Must), what should (Should), what could (Could) and what won’t this time (Won’t).
How it’s used
How it’s done
- List everything that could be done.
- Sort each item into one of the four groups.
- Agree on what stays out with whoever decides.
- Output
- A prioritized list in four groups
- Avoid
- Marking almost everything as a must.
Opportunity solution tree
A tree diagram: the desired outcome at the top; below it, opportunities (needs, pain points and desires); under each, its solutions, and under those, tests of their assumptions.
How it’s used
How it’s done
- Set the outcome the team wants to move, at the very top.
- Branch out the opportunities that come up when talking to people, and several solutions under them.
- Test the assumptions of the chosen solutions and update the tree with what you learn.
- Avoid
- Putting solutions directly under the outcome, without the opportunity that justifies them.
Prototyping
Building quick, incomplete versions of an idea, from a paper sketch or a cardboard mock-up to something that works, to answer a design question before developing the idea.
How it’s used
How it’s done
- Choose the question: whether it works for people, how it looks or whether it can be built.
- Build the minimum that answers it: paper, cardboard, mock-up, wireframe or code.
- Test it and decide what to change.
- Output
- Prototypes, from a sketch to something that works
- Avoid
- Polishing the look when you don't yet know if the idea works.
Service blueprint
A diagram that shows, step by step, the actions of the person, of frontstage and backstage staff, the support processes, and the physical evidence of a service.
How it’s used
How it’s done
- Lay out the person’s steps from start to finish.
- Under each step, add what happens in front and behind.
- That reveals the failure points and dependencies.
- Avoid
- Making it so detailed that no one can read it: start with the key steps.
Sketching
Drawing ideas in a quick, cheap and open way to explore many of them and discuss them before committing to one.
How it’s used
How it’s done
- Draw several ideas by hand.
- Show them and listen.
- Choose which one moves on to a prototype.
- Output
- Many quick sketches of ideas to compare and discuss
- Avoid
- Polishing in a digital tool before you have several ideas.
Storyboard
A sequence of panels that shows a person using a product or a service in context, step by step.
How it’s used
How it’s done
- Choose the situation and the person.
- Draw the steps in a few panels.
- Share it and gather feedback.
- Output
- A sequence of panels showing use, step by step
- Avoid
- Drawing only screens instead of the situation.
A ten-statement questionnaire answered right after using a product, giving a 0 to 100 score for how easy it was to use.
How it’s used
How it’s done
- The person uses the product or does the test tasks.
- They answer the ten statements, without overthinking them.
- Calculate the score and compare it with other versions.
- Output
- A 0 to 100 score of perceived usability, comparable across versions
- Avoid
- Reading each statement on its own, or taking the number as a diagnosis of what fails.
Tree testing
A test in which people get search tasks and go through a site's structure as text only, level by level, to choose where they expect to find each thing.
How it’s used
How it’s done
- Write the tree of sections and the search tasks.
- People go down level by level and choose where they would look for each thing.
- Look at the paths that fail and change the names or the order.
- Output
- Where people look for each thing and which sections or names confuse them
- Avoid
- Writing tasks with the same words as the menu; people would just look for the match.
Usability testing
A method in which real people try to do specific tasks with a product while being observed, to find out where they get stuck and why.
How it’s used
How it’s done
- Prepare realistic tasks, without saying how to do them.
- Observe each person as they try and think aloud.
- Note where they get stuck and decide what to fix first.
- Output
- A list of usability problems, with where they appear and why
- Avoid
- Asking “do you like it?”: measure what people do, not what they think.
User flow
A diagram that shows the steps, screens and decisions a person goes through to complete a specific task in a digital product.
How it’s used
How it’s done
- Choose the task and where the person starts.
- Draw the steps with every screen, action and decision.
- Look for bottlenecks and unnecessary steps, and simplify.
- Avoid
- Drawing only the path where everything goes right.
Wireframe
An outline of a screen or page that shows what it contains, in what order and how you navigate it, without the final visual design.
How it’s used
How it’s done
- List the content and actions the screen needs.
- Draw them as boxes in order of importance, including navigation.
- Review them with others and adjust before moving to visual design.
- Avoid
- Presenting a wireframe so polished that people comment on color instead of structure.
Wizard of Oz
A prototype in which a hidden person, the “wizard,” produces the system's responses by hand while the participant uses it as if it worked on its own.
How it’s used
How it’s done
- Prepare the tasks, the wizard's script, and a place where the wizard can't be seen.
- The person tries it and the wizard responds live.
- Adjust the script and test again.
- Output
- People's reactions to a simulated system and what the real system needs to do
- Avoid
- Letting the wizard improvise: if the answers change every time, you won't know what failed.