The Pocket Universal Methods of Design, Revised and Expanded (häftad)
Häftad (Paperback / softback)
Antal sidor
Rockport Publishers Inc.
approximately 125 color photos
125+ color photos
127 x 127 x 20 mm
295 g
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The Pocket Universal Methods of Design, Revised and Expanded

125 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions

Häftad,  Engelska, 2021-11-02
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This handy, portable version of the authoritative Universal Methods of Design provides the same thorough and critical presentation, updated and expanded to include 125 research methods, synthesis/analysis techniques, and research deliverables for human-centered design. Each method of research is distilled down to its most powerful essence, in a format that will help individual practitioners as well as design teams select and implement the research methods best suited to their design culture within the constraints of their projects. This valuable guide: Dismantles the myth that user research methods are complicated, expensive, and time-consuming Creates a shared meaning for cross-disciplinary design teams Illustrates methods with compelling visualizations and case studies Characterizes each method at a glance With the concise, accessible format of The Pocket Universal Methods of Design, you and your team will be designing in a completely new, more effective way. The titles in the Rockport Universal series offer comprehensive and authoritative information and edifying and inspiring visual examples on multidisciplinary subjects for designers, architects, engineers, students, and anyone who is interested in expanding and enriching their design knowledge.
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  • Universal Methods of Design, Expanded and Revised

    Bruce Hanington, Bella Martin

    This expanded and revised version of the best-selling Universal Methods of Design is a comprehensive reference that provides a thorough and critical presentation of 125 research methods, synthesis/analysis techniques, and research deliverables for...

Övrig information

Bruce Hanington is a professor and head of the School of Design at Carnegie Mellon University in Pittsburgh, Pennsylvania. Prior to this, he was director of graduate studies, and program chair of industrial design. Bruce has dedicated his teaching and research to methods and practices for human centered design, with an emphasis on design ethnography, participatory design, and the meaning of form in context. In addition to working with industry partners through collaborative projects and executive education, his work has been published in Design Issues, The Design Journal, and Interactions, with chapters in Affective Sciences in Human Factors and Human-Computer Interaction and The Routledge Handbook of Sustainable Design. Bella Martin is a Lead User Experience Researcher in Atlanta, Georgia. After contributing to award-winning design projects for Microsoft Research, the US Postal Service, GlaxoSmithKline, and Allstate Financial, she now invests much of her time working with organizations who are new to the methods of user-centered research, but eager to give their users a voice in the design process. Bella holds a Master of Design from Carnegie Mellon University, where she first began her ongoing work in visualizing user-centered research methods.


TABLE OF CONTENTS INTRODUCTION 01. A/B Testing 02. AEIOU 03. Affinity Diagramming 04. Artifact Analysis 05. Automated Remote Research 06. Behavioral Mapping 07. Bodystorming 08. Brainstorm Graphic Organizers 09. Business Origami 10. Card Sorting 11. Case Studies 12. Cognitive Mapping 13. Cognitive Walkthrough 14. Collage 15. Competitive Testing 16. Concept Mapping 17. Content Analysis 18. Content Inventory & Audit 19. Contextual Design 20. Contextual Inquiry 21. Creative Toolkits 22. Critical Incident Technique 23. Crowdsourcing 24. Cultural Probes 25. Customer Experience Audit 26. Design Charette 27. Design Ethnography 28. Design Workshops 29. Desirability Testing 30. Diary Studies 31. Directed Storytelling 32. Elito Method 33. Ergonomic Analysis 34. Evaluative Research 35. Evidence-based Design 36. Experience Prototyping 37. Experience Sampling Method 38. Experiments 39. Exploratory Research 40. Eyetracking 41. Flexible Modeling 42. Fly-on-the-Wall Observation 43. Focus Groups 44. Generative Research 45. Graffiti Walls 46. Heuristic Evaluation 47. Image Boards 48. Interviews 49. KJ Technique 50. Kano Analysis 51. Key Performance Indicators 52. Laddering 53. Literature Reviews 54. The Love Letter & the Breakup Letter 55. Mental Model Diagrams 56. Mind Mapping 57. Observation 58. Parallel Prototyping 59. Participant Observation 60. Participatory Action Research (PAR) 61. Participatory Design 62. Personal Inventories 63. Personas 64. Photo Studies 65. Picture Cards 66. Prototyping 67. Questionnaires 68. Rapid Iterative Testing & Evaluation (RITE) 69. Remote Moderated Research 70. Research Through Design 71. Role-playing 72. Scenario Description Swimlanes 73. Scenarios 74. Secondary Research 75. Semantic Differential 76. Shadowing 77. Simulation Exercises 78. Site Search Analytics 79. Speed Dating 80. Stakeholder Maps 81. Stakeholder Walkthrough 82. Storyboards 83. Surveys 84. Task Analysis 85. Territory Maps 86. Thematic Networks 87. Think-aloud Protocol 88. Time-aware Research 89. Touchstone Tours 90. Triading 91. Triangulation 92. Unobtrusive Measures 93. Usability Report 94. Usability Testing 95. User Journey Maps 96. Value Opportunity Analysis 97. Web Analytics 98. Weighted Matrix 99. Wizard of Oz 100. Word Clouds ACKNOWLEDGMENTS ABOUT THE AUTHORS