Date: Dec 19, 2020
I've enjoyed reading this book and thought of using it as reference from time to time. The content has simple format: term, description, images that demonstrate the term, and references. However, I want to refer to it in form of checklist so I can keep track of which methods I have tried and which are not. Thus, I put together this checklist.
<aside> 💡 - You can duplicate this note and use the checklist for your own reference, if you want to.
The checklist includes brief description of each term and omits all images from the book. This way, the checklist can stay lean and easily accessible as quick reference. If you want to read the full content, you can get the book from amazon:
Get the book from Amazon: https://www.amazon.com/gp/product/B0785R9K78
[ ] 001. A/B Testing
Comparing two versions of a design to see which performs better against a predetermined goal.
[ ] 002. AEIOU
A framework for structuring field observations. This can be used to guide any ethnographic or observational method.
[ ] 003. Affinity Diagramming
The visible clustering of observations and insights into meaningful categories and relationships.
[ ] 004. Artifact Analysis
A systematic examination of the material, aesthetic, and interactive qualities of objects. It asks what objects say about people and their culture, time, and place rather than focusing on what people say about the products and systems they use.
[ ] 005. Automated Remote Research
Using web-based tools to reveal statistically relevant data for usability enhancements. It enables design teams to leverage web-based tools to collect statistically significant information about what people are doing on your website or web application.
[ ] 006. Behavioral Mapping
Systematic visual documentation of location-based human activity. This is used to document observable human activities and personal characteristics, interactions, time spent at fixed locations or in transit, and details of environmental context.
[ ] 007. Bodystorming
Brainstorming and spontaneous prototyping through dynamic physical experience and role-play.
[ ] 008. Brainstorm Graphic Organizers
Visual structures of new ideas and concepts. Brainstorming creates a judgment-free zone to express creative ideas and explore new concepts.
[ ] 009. Business Origami
Paper-prototyping interactions and value exchanges among people, artifacts, and environments. Business origami is a service design activity where stakeholders build a physical representation of a system and then prototype future or alternative states.
[ ] 010. Card Sorting
Participant sorting of concepts, terms, or features into meaningful categories and relationships using printed cards. This can be used to explore how participants group items into categories and relate concepts to one another, whether for digital interface design or a table of contents.
[ ] 011. Case Studies
In-depth investigation of single instances to gain detailed knowledge using multiple sources. This is useful for understanding existing phenomena for comparison or inspiration and to study the effects of change, new programs, or innovations.