A non-linear approach to tackle ill-defined or unknown problems involving five phases:
Empathize
Define
Ideate
Prototype
Test
Implement
Note that the process is not linear.
Adapted from the Design Council (2004).
Involves a cyclical process: User Problem -> Tasks / Activities -> Context Phenomenon -> Design Problem.
Understand the User Problem.
Problem Analysis:
Who are the users?
What do they do?
What's difficult?
Why is it difficult?
User – Task, Activities, Work:
What is the primary task?
Context, Purpose
Work Phenomenon
Methods:
Interviews
Task Analysis (TA): HTA, Process chart / process maps, model the problem
Cognitive Task Analysis (CTA): cognitive strategies
Observation
Surveys and Questionnaires
User Journey Map
Personas
Understanding Human Capabilities and limits e.g. ABCS Framework
Define the Design Problem:
What will the design do to address the problem and primary task?
Ideate:
Generate several design alternatives
Conceptual Design
Rapid prototyping
Lo-fidelity prototyping
Sketching, storytelling
Storyboards
Wireframes
Mock-ups
Hi-fidelity prototype (interactive)
Implement as software
Evaluate without people (analytic methods)
Heuristic Evaluation (expert)
Cognitive Walkthrough
e.g. Human Working Memory Capacity (7 \pm 2), GOMS / KLM, PUMA, Fitts Law, etc.
Evaluate with people
Controlled settings
Usability Testing
Usability Experiments
Usability labs
Natural settings
Living labs
Field studies (studying actual users use a device in-situ)
Double Diamond stages: Discover, Define, Develop, Deliver
NN/g Design Thinking stages: Empathise, Define, Ideate, Prototype, Test, Implement