Bruce Hanington, Bella Martin
The Pocket Universal Methods of Design, Revised and Expanded
125 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions
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Bruce Hanington, Bella Martin
The Pocket Universal Methods of Design, Revised and Expanded
125 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions
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The ultimate portable handbook for designers, students, and educators, The Pocket Universal Methods of Design, Revised and Expanded, is updated to include 125 methods of design knowledge to keep teams as well as solo practitioners sharp.
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The ultimate portable handbook for designers, students, and educators, The Pocket Universal Methods of Design, Revised and Expanded, is updated to include 125 methods of design knowledge to keep teams as well as solo practitioners sharp.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Rockport Universal
- Verlag: Quarto Publishing Group USA Inc
- Seitenzahl: 264
- Erscheinungstermin: 2. November 2021
- Englisch
- Abmessung: 131mm x 127mm x 22mm
- Gewicht: 308g
- ISBN-13: 9780760372142
- ISBN-10: 0760372144
- Artikelnr.: 61216390
- Rockport Universal
- Verlag: Quarto Publishing Group USA Inc
- Seitenzahl: 264
- Erscheinungstermin: 2. November 2021
- Englisch
- Abmessung: 131mm x 127mm x 22mm
- Gewicht: 308g
- ISBN-13: 9780760372142
- ISBN-10: 0760372144
- Artikelnr.: 61216390
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
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
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
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