DePlaybook / Activities

Activities

The methods that turn assumptions into evidence. Each one is a thing you can run this week — not a technique you need a PhD to facilitate.

24 entries

Journey Mapping

Visualise the end-to-end experience from the user's point of view.

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Personas

Represent target users as composite characters to guide decisions.

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Card Sorting

Let users organise content to reveal their mental models.

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Wireframing

Sketch structure and layout before committing to visual design.

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Prototyping

Build the minimum needed to test an idea with real users.

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Usability Testing

Watch real users attempt real tasks. Assumptions will shatter.

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AB
A/B Testing

Let data decide between two versions. Remove opinion from the room.

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Affinity Mapping

Group qualitative data into themes to find patterns in noise.

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User Interviews

Sit with users and listen. The best research tool still.

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Tree Testing

Test the findability of content in your information architecture.

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Heuristic Evaluation

Evaluate your interface against Nielsen's 10 usability principles.

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Diary Studies

Capture behaviour over time, in context, in the user's own words.

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First Click Testing

Where users click first predicts whether they'll complete the task.

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5s
Five-Second Testing

What does your design communicate in 5 seconds? Find out.

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Eye-Tracking Studies

See exactly what users look at, and what they skip.

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Competitive Analysis

Know what users already expect before you design anything.

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Heatmaps & Click Tracking

Aggregate behaviour data revealing where attention lands.

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Content Audits

Inventory and evaluate every piece of content against user needs.

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Kano Model Analysis

Separate must-haves from delighters to prioritise features.

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Contextual Inquiry

Observe users in their natural environment doing real work.

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Cognitive Walkthroughs

Step through a task as a new user would — gaps become obvious.

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Experience Sampling Method

Capture in-the-moment experience with timed micro-surveys.

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Guerilla Testing

Quick, cheap, unscheduled — a coffee shop and 5 strangers.

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Task Analysis

Break down how users accomplish goals step by step.

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Concept Testing

Show the idea before you build it — and find out if users actually want what you think they want.

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Storyboarding

Sketch the user's story before you design the interface — sequence reveals what screens alone cannot.

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Mental Model Mapping

Draw how users think before you design what they see — map the model in their head, not the model in yours.

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Ethnographic Research

Immerse yourself in users' world before you design for it — the method that reveals what observation alone cannot.

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