Everything you need to kickstart design research.

Research is the most crucial step in innovation, as it provides an understanding about users’ behaviour and actionable insights anchored in their behaviour, needs and dreams for the future. 

Unlike conventional research methodologies, design research amalgamate and curate methods and techniques from the toolboxes of ethnography, anthropology etc. to discover not just insights, but a whole new perspective and fresh ideas which you would never dare to think!

method cards deck.png

open-source archive of Innovation Methods

Everything you need to kickstart design research.

Research is the most crucial step in innovation, as it provides an understanding about users’ behaviour and actionable insights anchored in their behaviour, needs and dreams for the future. 

Unlike conventional research methodologies, design research amalgamate and curate methods and techniques from the toolboxes of ethnography, anthropology etc. to discover not just insights, but a whole new perspective and fresh ideas which you would never dare to think!

method cards deck.png

open-source archive of Innovation Methods

EMPATHY

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In Home Immersions

Empathy

HI.

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To deep dive into the behaviour, motivations & pain points of the users; Through a structured moderation guide  in TEDW format, designed for open conversation.

In Home Immersions

Empathy

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Longitudinal Walkthroughs

Empathy

LW.

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To observe user behaviour and specific activities, over a period of time as the events unfold in real time.

Longitudinal Walkthroughs

Empathy

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Group Contextual Inquiry

Empathy

GI.

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To Observe users’ interaction and behaviour in a group when trying to achieve a collaborative task.

Group Contexual Inquiry

Empathy

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Card

Sorting 

Empathy

CS.

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To explore relationships among various parameters and to understand the hierarchies, preferences & selections by user.

Card Sorting

Empathy

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Metaphor Elicitation

Empathy

ME.

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To decode users' deepest thoughts and feelings, both conscious and sub-conscious, to understand  mental models of the users.

Metaphor Elicitation

Empathy

DEFINE

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User

Personas

Define

UP.

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To identify dominant user personality types illustrating varied lifestyles, usage patterns, social influencers, motivators et al. of each personality.

User Personas

Define

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User Journey Map

Define

UJ.

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To illustrate the real, ideal journey of the user through a service (eg: buying,  onboarding  journey) capturing all use cases and important points of interaction.

User Journey Map

Define

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Affinity Mapping

Define

AM.

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To make sense of the mixed & complex data collected during research by clustering it based on similar patterns or themes. 

Affinity Mapping

Define

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How Might We Statements

Define

HMW.

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A statement To define clear problem statement (brief) for focussed ideation. A good HMW opens up the exploration space, ensuring that ideation is not directionless.

How Might We Statements

Define

IDEATE

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Crazy

Eight

Ideate

C8.

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To generate lots of divergent ideas quickly without critical examination. Best for loosening of creative muscles in early stages of development.

Crazy Eight

Ideate

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Solution Sketch

Ideate

SK.

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To create a fully detailed out solution by combining most relevant ideas and illustrating it using frames, pictures, words etc. to show how it works.

Solution Sketch

Ideate

PROTOTYPE

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Story Boarding

Prototype

SB.

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To Communicate ideas through visual stories that showcase how they fit into the users’ lives. Used to illustrate the solution from start to finish, highlighting key moments.

Story Boarding

Prototype

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Wireframes

Prototype

WF.

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To establish the basic structure, content, hierarchy and schematic arrangement of a page, in order to best achieve it's functionality. 

Wireframes

Prototype

VALIDATE

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Usability Testing

Validate

UT.

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To evaluate and identify issues in product/service from usability stand point with the real users as they try to complete typical tasks.

Usability Testing

Validate

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Role

Playing

Validate

RP.

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To identify usability, functional, emotional issues through a role play. Used specially in cases where real users or products are un-available.

Role Playing

Validate

Design Thinking Guidebook