Method Cards - UX Methodologies

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01 Adaptive Design

method


01

Adaptive Design Method

What

Why

Leveraging analytics software to evaluate usage patterns after a product or service has launched to optimise design.

Allows designers to adapt design in response to actual user behaviour.

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02 Brainstorming

method


Brainstorming Method

02

What

Why

A carefully managed process of capturing the insights and experiences that exist within us all.

This is a creative technique for generating ideas to solve a problem. The main result of a brainstorming session may be a complete solution to the problem, a list of ideas for an approach to a subsequent solution, or a list of ideas resulting in a plan to find a solution.

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03

Business Requirements Capture method


03

Business Requirements Capture Method

What

Why

The process of defining the needs of the business in respect to the solution that needs to be developed.

The design of any solution should reflect the needs and objective of three principal stakeholders: the client, the user and the content.

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04 Card Sorting

method


04

Card Sorting Method

What

Why

Stakeholders are asked to write important design elements on cards and organise them spatially in ways that make sense to them.

By exposing people’s mental models of a device or system, and revealing expectations and priorities, this exercise gives an insight into user behaviour.

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06

Competitive Benchmarking method


06

Competitive Benchmarking Method

What

Why

A tool for comparing a company’s service or product with those of the competition.

Helps a company consider its position in relation to performance characteristics of key products and services and make tactical improvements.

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07

Conceptual Modelling method


07

Conceptual Modelling Method

What

Why

The creation of a conceptual model which will set the foundations of a website by outlining the driving principles which will guide the design process.

The conceptual model offers a conclusion to which approach best fits the requirements of the client, the users and the content. It will answer the questions of “What is it that we are building?”, “What type of site?” and “For whom?”.

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08 Conceptual Model

deliverable


08

Conceptual Model Deliverable

What

Why

The conceptual model sets the foundations of the website outlining the driving principles that will guide the decision making in the design.

The conceptual model offers a conclusion to which approach best fits the requirements of the client, the users and the content. It will answer the questions of “What is it that we are building?”, “What type of site?” and “For whom?”.

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09 Content Architecture

method


09

Content Architecture Method

What

Why

Defining the relevent areas of functionality for each page of the application.

The content architecture translates the user and business requirements into defined functionality on a page by page basis.

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10 Content Mapping

method


10

Content Mapping Method

What

Why

Information is turned into manageable structured, organised content objects. Mapping content enables assessment of the content.

Building a Content Map can help designers conceptualise an area and spot trends or gaps, and as a presentation method they quickly provide an overview and general impression.

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11 Content Map

deliverable


11

Content Map Deliverable

What

Why

Information is turned into manageable structured, organised content objects. Mapping content enables assessment of the content.

Building a Content Map can help designers conceptualise an area and spot trends or gaps, and as a presentation method they quickly provide an overview and general impression.

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12 Creative Brief

deliverable


12

Creative Brief Deliverable

What

Why

Document that outlines the key tasks to be solved by the creative team.

Provides a clear overview of what the creative team will undertake and what the criteria is for success.

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13 Data Analysis

method


13

Data Analysis Method

What

Why

Reading and evaluating all the documentation available that is relevant to the client or sector.

A critical element of the initial research phase. Provides valuable insight into the context of the design.

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14

Ethnographic Observation method


14

Ethnographic Observation Method

What

Why

Observing people using and interacting with products and services in the context of their typical routine and environment.

Recent research indicates that as much as 95% of human thought, emotion, and action is rooted in the subconscious mind - people don’t always do what they say they do. Only by observing users in context, can we see exactly how things are done in the real world. complete.method


15

Experience Mapping method


15

Experience Mapping Method

What

Why

Mapping each interaction a customer has with a product or service and identifying what their expectations and needs are at each ‘touchpoint’.

By clearly identifying consumer needs for each interaction, the design team can ensure that expectations are consistently exceeded throughout the user journey.

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16

Functional Prototyping method


16

Functional Prototyping Method

What

Why

Mocking up an HTML functional model of the product or service during the design process to get feedback on features before money is spent on actual implementation.

Helps stakeholders visualise possible solutions and speeds up decision-making and innovation. You simply test using your model.

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17

Functional Prototype deliverable


17

Functional Prototype Deliverable

What

Why

An HTML functional model of a product or service used during the design process to get feedback on features before actual implementation.

Helps stakeholders visualise possible solutions and speeds up decision making and innovation.

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18

Heuristic Evaluation method


18

Heuristic Evaluation Method

What

Why

An interface is evaluated against best-practice criteria.

Identifies commonly found usability pain-points, which should be adressed.

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19 Interviewing

method


19

Interviewing Method

What

Why

Talking to people who really know, or know nothing, about a product or application.

Talking to established or ‘super’ users is valuable when optimising an existing application. Talking to novice users helps assess the ‘learnability’ of an application and the definition of the tools needed to support new users.

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20

Laboratory Usability Testing method


Laboratory Usability Testing Method

20

What

Why

Evaluate the working prototype by asking users to perform a number of interactions and measuring their success.

Compiles user-feedback on important elements such as navigation, terminology and usability before final implementation.

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21 Paper Prototype

deliverable


Paper Prototype Deliverable

21

What

Why

Mocking up a paper-based model of the product or service during the design process to get feedback on the features before money is spent on actual implementation.

Helps stakeholders visualise possible solutions and speeds up decision-making and innovation. You simply test using your model.

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22

Paper Prototype Testing method


22

Paper Prototype Testing Method

What

Why

Evaluate paper illustrations of the working prototype by asking users to perform a number of interactions and measuring their success.

A rapid, low-cost method of evaluating the proposed solution before significant investment in design and development.

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23 Personas

method


23

Personas Method

What

Why

Personas are stereotypes of customers, and are given all the attributes of a real person.

An understanding of the customer is at the heart of every good business. By focusing on attitudes and behaviours rather than just demographics, reference to personas informs and validates design decisions.

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24 Digital Prototyping

method


24

Digital Prototyping Method

What

Why

Mocking up a model of the product or service during the design process to get feedback on features before money is spent on actual implementation.

Mocking up working models helps everyone visualise solutions and speeds up your decision-making and innovation. You simply test using your model.

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26 Sitemapping

method


26

Sitemapping Method

What

Why

A visual representation of a website structure. It shows how individual pages are positioned hierarchically within the site.

Gives both the designer and the client a holistic overview of the extent of the website under development. A vital point of reference throughout the course of the project.

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27

Technical Landscape Analysis method


27

Technical Landscape Analysis Method

What

Why

Defining the technical context of the solution and the expected impact on design.

Ensures the proposed solution can be integrated into the existing platform (hardware/software).

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28 User Journals

method


28

User Journals Method

What

Why

Asking users to keep journals of their activities and impressions relating to a particular product or service.

Many user interactions are conducted routinely and it is often hard for users to articulate much detail about them after the event. This technique helps to capture the context, stimuli and thoughts of the user in and around the ‘moment’ of interaction.

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29 User Journeys

method


User Journeys Method

29

What

Why

Illustrate a character-rich storyline describing the context of use for a product or service.

To understand the key touchpoints and interactions that are critical to the success of the user experience.

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30

User Requirements Capture method


30

User Requirements Capture Method

What

Why

The process of defining the needs of the user in respect to the solution that needs to be developed.

The design of any solution should reflect the needs and objectives of three principal stakeholders: the client, the user and the content.

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31

Web Analytics Review method


31

Web Analytics Review Method

What

Why

Users are tracked throughout their journey on a site. The resulting data is collected and analysed.

The analysis enables the reviewer to identify precisely under performance and bottlenecks.

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32 Wireframes

deliverable


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