DePlaybook / 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
Visualise the end-to-end experience from the user's point of view.
Read entry →Represent target users as composite characters to guide decisions.
Read entry →Let users organise content to reveal their mental models.
Read entry →Sketch structure and layout before committing to visual design.
Read entry →Build the minimum needed to test an idea with real users.
Read entry →Watch real users attempt real tasks. Assumptions will shatter.
Read entry →Let data decide between two versions. Remove opinion from the room.
Read entry →Group qualitative data into themes to find patterns in noise.
Read entry →Sit with users and listen. The best research tool still.
Read entry →Test the findability of content in your information architecture.
Read entry →Evaluate your interface against Nielsen's 10 usability principles.
Read entry →Capture behaviour over time, in context, in the user's own words.
Read entry →Where users click first predicts whether they'll complete the task.
Read entry →What does your design communicate in 5 seconds? Find out.
Read entry →See exactly what users look at, and what they skip.
Read entry →Know what users already expect before you design anything.
Read entry →Aggregate behaviour data revealing where attention lands.
Read entry →Inventory and evaluate every piece of content against user needs.
Read entry →Separate must-haves from delighters to prioritise features.
Read entry →Observe users in their natural environment doing real work.
Read entry →Step through a task as a new user would — gaps become obvious.
Read entry →Capture in-the-moment experience with timed micro-surveys.
Read entry →Quick, cheap, unscheduled — a coffee shop and 5 strangers.
Read entry →Break down how users accomplish goals step by step.
Read entry →Show the idea before you build it — and find out if users actually want what you think they want.
Read entry →Sketch the user's story before you design the interface — sequence reveals what screens alone cannot.
Read entry →Draw how users think before you design what they see — map the model in their head, not the model in yours.
Read entry →Immerse yourself in users' world before you design for it — the method that reveals what observation alone cannot.
Read entry →No entries match your search.