Multiple

Day in the life

A “Day in the life” is used to elicit the interaction points of a user and the solution in the context of their daily life. The method helps gain insight into the needs, behaviour and goals of the user.

Personas

A Persona represents a fictional character that represents a type of customer or user. The fictional character or persona is created from the synthesis of research data on actual users/customers, generalising on a specific type of user/customer. This method is based on research and is intended to assist in understanding the consumers’ needs, behaviours, experiences, and goals.

Fishbone Diagram

A fishbone diagram is a visual tool used to identify the root causes of a problem. The method is a more structured approach to other root cause identification tools such as 5 Whys. The problem or the effect is displayed on the head of the fish and the possible causes are listed along the smaller bones of the fish under various categories.

Experiential Learning

Experiential Learning can be defined as “learning by doing” as it blends learning with experience, and therefore covers a very broad knowledge development process.

Reframing Matrix

The Reframing Matrix technique helps to overcome cognitive biases in ideation and problem analysis by enabling the students to look at a problem from other than their usual perspective.

Taking a Picture

The “Taking a Picture” method is about each student going outside to take one picture of their own choosing and show it to the rest of the group.