Defining your audience and their characteristics.
A broad term for research of customers and competitors.
Interviewing the client to discover expectations and recommendations.
Interviewing the customer to discover their needs and the way that they use things.
Quick, inexpensive and safe prototypes.
Proof of Concept
A test that some element of the design will work.
Developing an artifact that communicates your ideas for a design.
Testing design concepts with customers/users/clients.
Evaluation of competing designs.
Gaining the input of influential or advanced users.
Using customer/user journals to find out how the design will be used.
Identifying requirements for a design in terms of customer/user needs.
Context of Use
Identifying how things are actually used in the real world.
Experimental designs that provoke thought and challenge the status quo.
Uses of a design that are rare but can occur and need to be handled.
Documenting uses of a design.
Prototypes that reflect your vision for the state of the art that are refined over time. Often expensive.
Investigating problems the design will solve.
Listing ideas without a filter.
Listing ways a design could fail.
Researching existing knowledge and things that you will need for a design such as a brand style guide.
The end-to-end process of researching a design, planning a design and gaining feedback from stakeholders (e.g. clients).
Imposing constraints on the design.
Documenting any assumptions upon which the design will be based.
Trying things in a systematic way in order to collect data.
Mockups and other simulations of designs and design concepts.
Developing big design ideas without regard to constraints such as client requirements.
|Overview: Design Research
The creative and systematic investigation of problem spaces, customers, markets and possibilities in preparation for delivering a design.