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. Author manuscript; available in PMC: 2020 Oct 1.
Published in final edited form as: Int J Eat Disord. 2019 Jul 16;52(10):1095–1107. doi: 10.1002/eat.23130

Table 1.

User-centered design methods and techniques

Technique Description Purpose
Phase I: Investigate
Artifact Analysis Examine objects that are inherent to a product being designed, namely its physical appearance and how stakeholders interact with it Understand an artifact’s properties, and its role or significance in various (e.g., social, cultural) contexts
Card-sorting Stakeholders organize ideas into categories or groups that make meaningful sense to the organizer Understand stakeholders’ preferences or understanding of a particular concept, or their ideas for how a product should be organized or navigated
Concept mapping Create a visual depiction of the relationship between the research question a new design aims to address and the concepts that are related to it Help designers understand and organize complex processes or relationships
Critical Incident Technique Identify events in a workflow which stakeholders experience as particularly helpful or problematic to successfully using a product Inform contexts for which a product can be particularly helpful, or features that can alleviate critical incidents
Design Ethnography An immersive experience in which stakeholders are observed in their natural/typical context Understand stakeholders’ experiences to inform how a product could improve that experience
Diary Studies Stakeholders are prompted at different moments to share details about their experiences Learn about stakeholders’ experiences in the context of their day-to-day life
Focus Groups Moderated discussion amongst a group of stakeholders who are impacted by the research question Gain insights into a group of stakeholders’ thoughts, feelings, experiences, wants, needs, and limitations
Image Boards A collage of aesthetic imagery Visually represent the style, experiences, stakeholders, or contexts that will be the focus of the product
Interviews One-on-one discussion with a stakeholder, often involving a structured set of inquiries Gain insights into stakeholders’ thoughts, feelings, experiences, wants, needs, and limitations
Personal Inventories Stakeholders show and describe artifacts that are of personal significance in the context of their life Understand the types of artifacts stakeholders need, use, and value
Photo studies Stakeholders take pictures that show their experience with a particular problem area Provide perspective into stakeholders’ experiences as they occur in their daily lives through pictures
Task Analysis Identify the steps a stakeholder completes to perform a task, which can refer to mental or physical activities Depict the relation between tasks, subtasks, decision points, and response cycles
Questionnaires A measure with a series of items Capture stakeholders’ perspectives
Phase II: Ideate
Design Charrette A co-design process in which designers and stakeholders brainstorm designs in rotating small groups, allowing for idea collaboration and integration Facilitate collaboration of ideas across stakeholders and designers to generate higher-level design concepts which fit stakeholders’ needs and preferences
Design Workshops A process by which designers and stakeholders join together to “co-design” a product Inform future designs through brainstorming ideas, organizing concepts, or creating drawings, collages, or prototypes that creatively express ideas or experiences
Personas Character archetypes of different stakeholders who might engage with a product Inform prototype designs and confirm that iterations of prototypes meet the goals of the various archetypes
Scenarios A narrative that describes how different stakeholders would engage with a product Inform prototype designs and confirm that iterations of prototypes stay consistent with their intended goals
Simulation Exercises Designers approximate the experiences of stakeholders to experience empathy for stakeholders’ experiences Inform insights into how certain features should be designed or integrated
Storyboards A narrative showing a product’s use in a brief series of panels like a comic strip; includes images, brief narration, and progression through time Demonstrate how stakeholders might interact with a product in its relevant context
Phase III: Prototype
Dark Horse Prototyping Generate a “super” design solution that typically would have been ignored in the process because of its price, risk, or complexity to build Push the boundaries of designers’ ideas to create a more optimal solution than might otherwise have been considered
Parallel Prototyping After brainstorming a variety of prototypes, the best features from various designs are combined into one optimized design Help designers avoid getting stuck on one prototype too early
Wizard of Oz Simulate a fully functioning product by building a prototype through which interactions with stakeholders occur with a live person operating “out of sight” Enable stakeholders to react to a prototype as though it had full functionality while saving time and money from building a fully functioning prototype
Phase IV: Evaluate
Cognitive Walk Through Stakeholders are shown a product design and asked to demonstrate how they would use it based only on the cues and prompts provided by the product Test the usability of the product’s interface by learning whether the order of prompts align with stakeholder expectations or perceptions of the experience
Desirability Testing Stakeholders identify adjectives that describe, for example, the quality, appearance, and ease of use of prototypes Understand how a prototype makes stakeholders feel to inform a design that elicits an optimal emotional response
Eye Tracking Monitor where stakeholders look and do not look while interacting with a prototype Inform aspects of the prototype that elicit fixation, although this technique cannot explain stakeholders’ reactions (e.g., emotional, comprehension)
Field Testing Stakeholders engage with a prototype in the context in which the prototype is intended to work Identify “bugs,” glitches, or usability problems prior to making the product available to all users
Heuristic Evaluation Designers or domain experts evaluate prototypes for usability problems based on heuristics Pragmatically identify usability problems based on a defined standard, rather than feeling and instinct
Think Aloud Protocol Stakeholders are asked to talk out loud their thoughts, feelings, and actions while using a product or completing a task associated with the product Observe the physical movements of the stakeholder while also learning what aspects of the product are perceived as easy to complete or difficult/confusing
Usability Testing Stakeholders identify features that are not usable to inform necessary refinements and future designs Confirm whether a prototype is usable, meaning easy to use, understand, learn, and/or remember

Note: This list includes many but not all of the user-centered design techniques. More details are described elsewhere: (Bushnell, Steber, Matta, Cutkosky, & Leifer, 2013; Martin & Hanington, 2012).