Design Research Methods Landscape 2008

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All publicly available design research methods captured in 2008, shown across the framework of "finding and discovery," "translative," "evaluative," "analysis," and "generative." compiled from frog …

All publicly available design research methods captured in 2008, shown across the framework of "finding and discovery," "translative," "evaluative," "analysis," and "generative." compiled from frog design, M3 Design, IDEO, Continuum, IIT, TU Delft, Lextant, Adaptive Path, Smart, NextD, Nokia, RKS, Engage Consortium to name a few.

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  • 1. Finding & Discovery Ultimate Archeological Dig. Photo Wake Up A, E, I, O, U Translative Object User Character Behavioral Inventory with the Web Helps Others See. Time- Persona Pro les Pro les Archaelogy City Rapid Eaves- Photo Lapse graphic Ethnography dropping Role Play Artifact Video A Day Image Story- Journey Lifestyle Design Physical archeology Sort boarding Personas Analysis Field in the Snapshot Fly On Mapping Improv Fusion Life General Live Design Research The Wall Contextual Magic with Bulls Scenario Empathy Pheno- Inquiry Eye Mind or Starters Scenarios “People” Tools menology monkeys Personal Artifact Cross Method Concept Insights to Inventory Cultural Innovations Insights & Extreme Sensotact Analysis Compare Map Flow Characters Observation Shadowing Process Experiences Body Sort Context Storming Mapping Experience Modeling of Existing Comics Self- Ethnography Cultural Altar Real Experience Archetypes Personal Marker Analysis World Card Empathy Analysis Cultural Enactments Behavioral Card Sort Mapping Set Aging Still Mapping Journey Real Character Suit Photo Analysis Informance People Three Mapping Comparitive Archetypes Survey Video Kansei Types of Scenarios Observation emotion Immersion Identity Brand Long- Secondary Attribute range Experience translation Design Research Sort Mood forecasts Scenarios Problem Oral Customer Movement Be Your Analagous Mapping Try It Customer Research Abstraction Question- Laddering Quick Histories Foreign Corre- (Ideal) Body- Segmen- Mood, Intuition Experience tation Yourself naires Surveys De nition spondent Mapping Aura Emotion, Mapping Freaks, Geaks, Five Life Tone Mood Longitudinal UnClassi ed Cowboys ethno- Whys? Narrative Inquiry Cycle UnClassi ed Boarding Image graphic Intercept Analysis Collage Studies Unfocus interview Interviews Mood Scrap Group A ect Generative Second Whine Matrix blogging Visual- Outlier Sampling Life and Question & Extreme User ization Zoom In Dine Inspiration Draw the Look n Feel or Out Answer Interviews Attribute Idea Generation. Cards stakeholder Rating Experience Exercise Conjoint Face interviews Free- Sketching Extreme Analysis Reader Sensorial Interaction Listing Semantic PrEmo frog Collective User Collage Relabelling Knowledge Dot Di erential THINK Notebook Dream- Research Mining Sticking Scales scraping Guided Focus Ranking & Product Geneva Predict Brain- Concept Attachment Emotion Next Year’s Tours Groups Rating Value Scale Wheel Headline writing Bread Testing boarding Participatory Open Studios Visceral/ Design Creative Pleasure Warmth Emotional the Group Design Evaluative Image Position Conceptual Analysis Monitor Games MDS Box Board Interactive Design Mapping Landscape Tools the Thing. Concept. Experience. Box Activity Activity Lateral Playful Velcro Mode Analysis Structuring Emo Emotional Brain Thinking Triggers Modelling Mapping Historical Narration, Mapping storming Tools Analysis Think Adopt PAD Vision Triptych Aloud Four Emofaces Task a Emotional ThinkerToys in Digital Diaries Hats Diaries Beeper Primitive Analysis Modeling Parametric Analysis User Scales PD Study Probes Design Rule Interaction Factors Scenario Concept Scavenger Re ective Analysis POEMS Development Experiential Testing Semantic Di erential Competitve Product Matrix Photo Activity Context Experiment Hunt Probes Thematic Scales Survey Solution Diary Model Flow Of Analysis Elements Product Product FUMP Analysis Use Word- Feel Attachment Function Anthro- Task Concept Trace Scale Analysis pomorphic Modeling Guided Association Experience Clips Probes CD Analysis Insight Data/Research Story- Prototyping Interactive Probe Matrix Trend telling Structuring Matrix Heuristic Logical & Eye Conceptual Tangible Sketching Tracking Prototype Cultural Behavior Evaluation Cognitive Analysis Probes Customer Ax4 Everything Sampling I Touch UnClassi ed Segmen- Grounded Theory Competitive Quick n SKIN 2.0 tation Dirty Diary Analysis Analysis Visual Paper Blogging Analysis Scanning Usability SPED-UP Micro- Era Testing Camera Blogging A ect ELITO Life Helps Us Understand. Analysis Method Year: 2008 Study Visual- Trend Parallel Experience Cycle Sources Consulted: M3 Design, frog design, IDEO, Continuum, IIT, TU Delft, ization Analysis Testing Prototype Analysis Lextant, Adaptive Path, Smart Design, NextD, Nokia, RKS, Engage Consortium Contributors: Laura S. Richardson, Erin M. Sanders, Greg Burkett, M3 Design