Design Project Scoping Guide | Library of Ambiguity | d.school Public Library
How do we scope design projects to allow for new discoveries and inspiration to emerge? Use this guide to help you shape the framing of a Design Project.
Ambiguity 101 | Library of Ambiguity | d.school Public Library
What do we know (and not know) about ambiguity? Use this general slide deck as a visual reference library or to pair with different d.school ambiguity activities.
Design Criteria Canvas | Library of Ambiguity | d.school Public Library
What is an objective way to help a team understand, evaluate and prioritize different characteristics related to a new idea? The design criteria canvas helps teams identify what must, should, could, a…
This guide describes a cycle through a human-centered design process. It focuses on the front-end of a project: Discover new opportunities, better understand those for whom you are designing, and deve…
We believe that navigating ambiguity is an essential ability in creative work. Our students face a world that is complex and in flux. Equipping students to navigate ambiguity is the most essential thing we do.
The Cognitive Edge methods have been created and used over many years of consulting work, many projects and across a very diverse set of industries and sectors, and are available…
Agile QA at Scale: Software Testing Strategies for Enterprise Teams
In this guide, we examine the QA strategies of successful enterprise organizations and explore the key lessons that growing organizations can learn from each of them.
Hey product people, got any DEEP thoughts? (I couldn't resist) via https://t.co/7HqKuLLGmYwhich was via https://t.co/0Iz6p5SkzU pic.twitter.com/bf4nQoowbz— christina r wodtke: the R is for radical focus (@cwodtke) August 17, 2022
Humans are getting smarter at understanding how persuasion, influence and authority work. But when so much of the advice out there is focused on in-person meetings and conversations, how do we achieve those things from behind a screen? When we are in virtual meetings we lose natural cues and it can
Cards for Humanity is a practical tool for inclusive design. Deal the cards to get a random person and their needs. Your challenge is the work out how to design for this person.
Methods to Help You Define Synthesise and Make Sense in Your Research
So you’ve got piles of data gathered from the inspiring empathy research activities you’ve undertaken, and you’re blankly staring at the data thinking, “Where to from here …?” and “What do I do with a...
Customer Journey Mapping: Complete Visual Process Guide | Miro
Comprehensive instructions to customer journey mapping: definition and process, ROI, differences between 4 similar tools, mistakes and related templates.
Design Research From Interview to Insight: Part Two, Synthesising Insight
This is the second of a two-part post, if you haven’t already please read Part One, Summarising the Interview. Once your research is complete and you’ve captured the main points from each activity…
Design Research From Interview to Insight: Part One, Summarising the Interview
We call the act of extracting the most important points from the notes taken in a Design Research activity ‘Downloading’. The goal is to filter out the less relevant things and keep the observations…