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.
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.
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.
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.
This technique works as a more structured version of brainstorming, as participants create a “morphological box”.
Experiential Learning can be defined as “learning by doing” as it blends learning with experience, and therefore covers a very broad knowledge development process.
NAF Technique is an idea selection method that aims to determine the Newest, Appealing and Feasible from a group of ideas.
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.
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.
Role play is an activity where the students can act or think as another person and put themselves into an imaginary situation where everything is possible.