Research and Design Sprint Methods Summary

Research Sprint Methods

Method

  • Surveys/polls
  • Interviews
  • Focus groups
  • Facilitation
  • Forums/panels

Channel

  • Online
  • Email
  • Telephone
  • Mail
  • In person/on the street

Methods and Channels

  • Quantitative: Data (analytics)
  • Qualitative: Information (listening)
  • Online, Email, Telephone, Mail, In person/on the street
  • Sampling Methodologies

Studies

  • Context of Use Analysis
  • Context of Use Methods
  • Contextual Inquiry
  • Longitudinal Study
  • Ethnography
  • Ethnographic Research and Methods
  • Evaluating (Usage of) an Existing System
  • Diagnostic Evaluation
  • Field Study and Methods
  • Diary Study
  • Photo Study
  • Peers Observing Peers
  • Immersion

Usability Inspection Methods Heuristic and Walkthrough

  • Heuristic
  • Heuristic Evaluation/Expert Review/Expert Interview/Expert Evaluation
  • Heuristic Walkthrough
  • Cognitive Walkthrough
  • Pluralistic Usability Walkthrough
  • Metaphors of Human Thinking
  • Persona Based Inspection

Input and Feedback

  • Tour (Guided Tour, Experience Tour, Shadowing)
  • Interviews (Preparation and Guide), (1:1/Individual and Group), (Phone and Online)
  • In Depth Interviews
  • Intercept Interviews (Guerilla)
  • Contextual Interview (Contextual)
  • Interview for Empathy
  • Focus Group, Mini Groups
  • Questionnaire/Survey/Poll (Design), (Paper and Online)
  • Online Omnibus Survey
  • Forums/Panels (Online and Off)
  • Facilitation
  • Conversation Starters, Stoke
  • Community User Groups

Cognitive Models

  • GOMS
  • KLM-GOMS

Organization

  • Organization Schemes

Tasks

  • Task Analysis, Task Analysis Grid, and Task Modeling Methods
  • Cognitive Task Analysis
  • Hierarchical Task Analysis
  • Allocate Tasks
  • Integrating offline activity

Internationalization and Localization

  • Cultural Probe
  • Internationalization
  • Localization

Design Sprint Methods

Agile-Scrum Software Development/Project Management (and Kanban)

  • Project Chartering (Example: Rich Picture)
  • Cross Functional Team
  • Creating a Culture that Supports Change
  • Everybody Owns the Problem (Collective Ownership)
  • Simple Design/Quick Design Session
  • Story-Driven Modeling
  • Time Boxing
  • Facilitation
  • Use Case
  • User Story
  • Role-Feature-Reason, Three C's, INVEST
  • Personas
  • Story splitting
  • Story mapping
  • Task Board/Kanban Board (Information Radiator), Sign Up for Tasks
  • Show and Tell
  • Retrospectives/Heartbeat Retrospective
  • Niko-Niko Calendar (Mood Board)

Workshop

Creative Workshop

  • Facilitator, Moderator
  • "How might we..."
  • Thinking Hats
  • Mindsets

Participation

  • Participant Observation
  • Participatory Design/Co-Creation
  • Participatory Evaluation (Prototype)

Generating Ideas

  • Idea Generator Events
  • Fast Idea Generator

Design Games

  • Affinity Diagramming (Synonym: Mind mapping)
  • Storytelling (See also Pitch)
  • Crazy Eights
  • Storyboard
  • Mindmap
  • Brainstorm (Rules and Facilitation), (Metaphor Brainstorming, Braindrawing, Brainwriting)
  • Collage
  • Draw It (Individual and Group)
  • System Map
  • Miscellaneous: Mash Ups, Moodboard, Download Your Learnings, Bundle Ideas, Create a Concept, Create Frameworks, Share Inspiring Stories, Get Visual, Find Themes, Explore Your Hunch, Gut Check, Create Insight Statements, Top Five
  • Lego Serious Play and Lego Journey Map

Problem Methods

  • Problem Structuring
  • Problem Solving Methods

Web Design

  • Taxonomy, Information Architecture (IA)
  • Website Requirements
  • Free Listing
  • Card Sorting (Open and Closed)
  • Mental Models (referenced in Card Sorting)
  • Site Map
  • Content Strategy, Content Inventory
  • Parallel Design

Critique

  • Share, discuss
  • Dotmocracy
  • Silent Critique
  • Group Critique

Wireframe, Mock Up, Prototype

  • Wireframe
  • Mock Up
  • Prototype
  • Prototyping Protocol
  • Prototyping Framework
  • Prototyping Methods
  • What to Prototype, Who to Involve
  • Paper Prototyping (Synonyms: Low-fidelity prototype)
  • Rapid Prototyping
  • Rough Prototyping
  • Live Prototyping
  • Experience Prototype
  • Service Prototype
  • Prototype for Empathy
  • Prototype for Test

Possible Supplies: Research and Prototyping Materials (IDEO)

  • Prototyping materials
  • Computer, internet connection
  • Research materials
  • Spreadsheet program

User

  • User Centered/Centred Design (UCD)
  • User Needs
  • User Research, User Research Briefs
  • User Experience (UX/UE)
  • User Engagement
  • Human Factors, Human-Computer Interaction (HCI)
  • User Interface Design, User Interface Elements, Visual Design
  • Interaction Design
  • Usability Engineering
  • Accessibility (Synonyms: ARIA, Section 508, WAI WCAG)
  • Assisted Digital, Inclusive Services

User Testing

  • Usability/Web Accessibility Evaluation/Testing and Methods
  • Planning, Recruiting Usability Test Participants, Running Test, Analysis, Reporting Results
  • Think-aloud Protocol
  • Task Scenarios Usability Testing
  • Same Day User Testing (Online Qualitative)
  • Remote Evaluation/Testing
  • Guerilla Testing
  • Lab Based Testing
  • Performance Testing
  • Competitive Usability Testing
  • Summative Usability Testing
  • Formative Usability Testing
  • Tree Testing
  • Wizard of Oz
  • Mobile Device Testing
  • First Click Testing
  • Eye Tracking
  • Post Release Testing
  • Pilot

User Testing Planning Documents

  • UX Study Overview
  • Usability Study Process and Materials Checklist DOCX
  • Usability Test Plan
  • What to Test/Note taker’s Guide DOCX
  • SOW: Web Usability Testing, Web Usability Consulting, Usability and Focus Group Participant Recruitment, Usability
  • Task Order Request
  • Measurable Usability Goals
  • Recruiting Screener: Website, Mobile Device Testing, Online Survey

User Testing Results: Document or Powerpoint

  • Usability Rest Results (Short/Informal) and (Long/Formal)
  • Survey Results Report
  • Metrics Results Report
  • Card Sort Results Report

Possible Supplies: Real World Testing Materials (IDEO)

  • Space
  • Staff
  • Permits

Measurement (Testing and Post-Release)

  • Rating Scales
  • Likert Scale
  • Attitude/User Satisfaction Questionnaire/Subjective Assessment
  • Usability Benchmark/Benchmark Testing
  • System Usability Scale (SUS)
  • Critical Incident Technique (CIT)/Critical Incident Analysis
  • Effective, Efficiency, Engaging
  • Learnability, Easy to Learn
  • Readability (Synonyms: Plain language)
  • Analytics, Analytics Tools (Example: Web Analytics)

Feedback and Iterative Design

  • Get Feedback, Integrate Feedback and Iterate
  • Keep Iterating, Keep Getting Feedback

Retirement

  • Life of a service
  • Graceful Degradation

Other Planning Tools

Other Planning Tools

  • Innovation Flowchart
  • Asking the Right Questions
  • Working with the Right People
  • Causes Diagram
  • Divergence and Convergence Diamond
  • Blueprinting
  • Evidence of Impact
  • Account of Change
  • Leverage Points
  • Consolidating Learning from Development
  • Mapping Scales PDF
  • Systems Innovation
  • Evidence Planning
  • Leaning Loop
  • Storyworld
  • Causes Diagram
  • Theory of Change
  • Empathy Map
  • Question Ladder
  • Promises Potential Map
  • Value Mapping
  • Improvement Triggers
  • Blueprint/Blueprint
  • Marketing Mix
  • Constructive Interaction
  • Offering Map
  • Service Image
  • Touchpoints Matrix
  • Evidencing
  • Issue Card
  • Selection
  • Saturate and Group
  • Point of View Madlib
  • 3-12-3
  • Needs / Wants / Desires
  • I Like, I Wish, What If
  • 5 Whys
  • Who / What / When / Where/ Why / How
  • Why, How, Laddering
  • People Connections Map
  • Experience Map
  • Innovation Flowchart
  • Critical Tasks List
  • Testing Plan
  • Team Persona Cards
  • Activity Sheets 1 and 2
  • Telephone Template
  • Checklist
  • Claims Analysis
  • Function Allocation
  • Physical Ergonomics
  • Fishbone Diagram (Synonyms: Cause-and-effect diagram, Fault tree diagram, Ishikawa diagram, Root cause analysis)
  • 7 plus or minus 2
  • Chunking
  • Hick's law (Hick-Hyman law)
  • Wayfinding
  • Conspicuity
  • Affordance
  • Fitts' Law
  • Gestalt Principles
  • Industrial Design

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