Index

Note: Page numbers followed by “f” indicate figures, “t” indicate tables and “b” indicates boxes.’
A
A/B testing, 40, 401–402
Abstract vs. concrete data, 51–54
Activity Explorer Focus Area, 447
Adjunct team members, 467–468
building, 127–138, 130f
building affinity as team, 138–142
during construction, 129f
design communication and, 143–146
panels, 257
Agile, 456–457
iterations, 311–312
methods, 393–394
process, 367b, 418–419
Apple technology, 236–237
creating distribution technology and relationships, 237f
iPhone, 238
products evolution, 238f
Apprenticeship, 49–50
ARPAnet, 235
Artifacts, 270
model, 113, 208
B
Backbone process, See Contextual Design
Background project information, 270
“Big data” method, 402
Blue labels, 133–134
Brainstorming, 280
Brick Cognitive Style, 491
Browser Window, 345b
Business, 234
analysts, 245–246
challenge, 261
functions, 304–305
system, 5
tool, 181–182
C
Carousel Card, 372f, 377–378
Christmas Lights Thinker Cognitive Style, 492–493
Classic product structure errors, 363b
Classic usability tests, 401–402
Cloud Cognitive Style, 491–493
Cognitive style, 490–493, 102–103
Brick, 491
Christmas Lights Thinker, 492–493
Cloud, 491
Diver, 493
Ducks-in-a-Row planner, 466–467
Popper, 491–492
Coherent
design, 309
“system of support”, 4b, 308
vision, 288–289
Collaboration Model, 361, 113–114, 181, 269–270, 269f
capturing during interpretation session, 191–192, 193f
collecting data, 189–190, 191b
consolidating, 192–197, 198f–199f
designing background representation, 194–195
finding key collaboration activities and generating insight, 192–194
interaction-centered Collaboration Model, 195–197, 196f
story-based consolidation, 197
Commercial off-the-shelf products (COTS products), 451b
User Environment Design and, 451b
Communication design, 143–146, 161–163, 179–180, 216–217, 233
Complex task, 475–476
Components, 369
Consistency, 358–359
Consolidation, 197, 216
branch, 217f
Collaboration Model, 192–197
collecting observation, 176–177
Day-in-the-Life Model, 155–163
Decision Point, 220f
first-cut, 166
graphic framework, 159
Identity Model, 175–180
models, 147, 253–254
Relationship Model, 185–189
Sequence Model, 213, 215f, 320
story-based, 197
thinking, 117–121
Traditional Contextual Design Model, 209
Consumer readiness, 236
Context principle, 50–55
abstract vs. concrete data, 51–54
experienced motives vs. reports, 54–55
summary data vs. ongoing experience, 51
cross-functional teams, 245
design for life, 8–15
design in teams, 19–21
designing business products, 6
Experience Models, 147–148
formal process, 253
group ideation process, 233
ideation techniques, 250–251
immersion, 15–19
innovation steps, 251
into action, 125–126
consolidation thinking, 117–121
design communication, 122–125
graphical representations, 115–117
revealing, 110–115
process, 392, 418–419, 465
product planning and strategy, 405–410
product vs. system, 4b
project, 50, 85, 405, 443
project planning and execution, 410–414
prototyping and other methods, 400–403
software applications, 4
step-by-step process, 7–8
team, 366–367, 466
technology interaction, 7
traditional product design, 5
UX, 6
gathering user data, 22–23
Contextual Inquiry, 3, 31, 33, 43, 48b, 117, 396, 423, 482–483
contextual interviews, 44f
formal model, 45
master/apprentice model, 45–49
principles, 49–70
Contextual Interview, 50, 81, 403–404
accomplishment in, 152b
collecting collaboration data in, 191b
collecting data for relationship model in, 183b
cool concepts in, 74–75
gathering identity data in, 171b
sensation in, 203b
steps, 170
structure, 70–79, 73b
Contextual techniques, 391
Conversation
externalization, 499
separation, 312–314
of accomplishment, 149
in Contextual Interview, 74–75
of identity, 167
of relationship, 183–189
of sensation, 202–205
Cool Drilldown, 250, 256, 278–279, 295–297, 295f, 320, 322, 496
applying Cool Concepts, 298b–299b
Cool Metric, 10–11
Cool Principles, 407
Cool Project, 8–15, 496
Core motivations, 324
Creativity, creating focus for, 259–262
Cross-functional team, 95–96, 365–366, 466–468
Cross-role approach, 477
Cross-sectional approach, 477
Cultural Model, 112, 208
Cultural sponge, 265
D
Data, 253–254, 312
building into consolidation, 138
challenge, 261
consolidation, 120
data-based organization, 500–501
gathering, 60
immersion, 262
in individual model, 155
manipulation, 166
structures, 313
as team, 40–41
Day-by-day plan, 484, 487t
Day-in-the-Life Model, 361, 113, 147, 149–163, 263–264, 281, 320–321, 474
capturing during interpretation session, 154–155, 154f, 156f
collecting data in field, 149–153
consolidating, 155–163
choosing message and stories, 160–161
collecting observations into framework, 159–160
communication design, 161–163
creating graphic framework, 159
travel planning, 158f
for travel, 150f–151f, 158f
Decision Point Model, 123, 125–126, 208, 217–219, 274, 274f
consolidating, 220f
for travel project, 219f
Delivering services, 471b
Demographics, 88
communication, 122–125, 143–146
by humans, 497–498
iteration, 437–439
for life, 8–15, 496–497
challenge, 247–249
meetings, 82–83
for creativity, 96–101
process, 328
for invention, 249–251
product structure, 333–334
separating conversations, 312–314
team size, 314
validation
building paper prototype, 419–421
completing design, 439–440
design iteration, 437–439
interpretation session, 435–437
mockup of a cell phone interface, 419f
prototype interview, 423–427
sample paper prototype, 418f
structure of interview, 428–435
Designers, 303–304
Distribution and business model readiness, 236–237
Diver Cognitive Style, 491–493
Diversity, 367
on teams meaning better design, 246b
Ducks-in-a-Row planner Cognitive Style, 466–467
E
“Edit Slide” screenshot, 340
Elicitation, 60
Engineering argue, 443–444
Engineering-driven design, 15–16
Enhancement database, 405
Ethnography, 46
Experience Models, 67, 209, 254, 262–271
Collaboration Model, 189–197
Collaboration Model, 269–270, 269f
contextual design experience models, 147–148
Day-in-the-Life Model, 149–163, 263–264
Identity Model, 167–180, 168f–169f, 264–266
modeling connection, 181–182
Relationship Model, 183–189
Relationship Model in Wall Walk, 267–268, 267f
Sensation Board, 202–206
Sensation Board in Wall Walk, 270–271, 271f
working in teams, 166
Experienced motives vs. reports, 54–55
Expert/novice relationship model, 58–59
F
Field research, 31
First-level groupings, 133–134
Floor plan, 334, 336–337
Flow Model, 112, 114–115, 122, 208
Focus areas, 310, 332, 338f, 340f, 342f, 354, 355b, 456–457
Focus principle, 64–70
entertainment systems, 65
focus reveals and conceals, 67–70
setting project focus, 66–67
Foundational innovations, 235–236
Functions, 265, 339–340
G
Games, 266
Gaming principles, 245
Gas Team Role, 467, 488
Generic Interaction Patterns, 385–386, 385f
Graphic framework creation, 159
collecting observations into, 159–160
Graphical models, 117
Green label, 140, 145, 258
Guest/host relationship model, 59
H
Hassle Factor, 14, 74b
High-level Interaction Patterns, 311–312
Home/work balance, 484–488
Human-technical practice, 234
Human-technical system, 233–234
I
Idea Collector, 290, 292f, 321, 345b–347b, 350b
Ideation, 253
processes, 254
techniques, 278, 295
Identity
data gathering in Contextual Interview, 171b
element, 175, 324
collecting observation into potential, 176–177
naming, 177–178
putting in background sections, 178–179
from travel Identity Model, 176f
Identity Model, 114, 147, 167–180, 264–266
capturing during interpretation session, 172–175, 174f
collecting data, 170–172
consolidating, 175–180
collecting observation into potential identity elements, 176–177
communication design, 179–180
identity element from travel Identity Model, 176f
naming identity element, 177–178
putting elements in background sections, 178–179
parts, 173f
for travel, 168f–169f
Immersion, 15–19, 391, 465, 497
Induction, 117–121
Information architecture, 335f
Innovation, 243, 245, 378–383, 382b
Inspiration boards, 271
Intents, 324
ship themes supporting, 408–410
Interaction
design, 378–380
designers, 339
Interaction Patterns, 310–311, 319–320, 336–337, 352, 365, 379f, 386–387, 444, 496
Airbnb search results, 370f–371f
Airbnb’s Interaction Pattern, 375f
analysis, 377b
architecture, 452–453, 457b
building from User Environment Design, 383–388
Carousel Card, 372f
component of Airbnb search results page, 371f
development, 368
focus area, 378
innovation and, 378–383
right team, 365–367
Interaction-centered Collaboration Model, 195–197, 196f
Interactive process, 255
Internal systems, 234–235
Internal task, 478
Interpersonal dynamics management, 101–104
Interpretation principle in prototype interview, 426
Interpretation principle, 60–64
listening for “no”, 63–64
sharing, 61–63
Interpretation session(s), 41, 81b
building shared understanding, 82–84
Collaboration Model, capturing during, 191–192, 193f
Contextual Interview, 81
conversation and mutual inquiry, 82
Day-in-the-Life Model, capturing during, 154–155, 154f, 156f
Identity Model, capturing during, 154–155, 154f, 156f
Relationship Model, capturing during, 185
remote and online, 94b
running session, 91–94
sequence model, capturing during, 211, 212f
structure of, 84–94
user profile, 88f
working in teams, 95–105
Interviews, 430–432, 484
focus, 482–483
interviewer, 86–87
interviewer/interviewee relationship model, 58
interviewing situation, 475–478
extremely focused task, 477
intermittent task, 475–476
long and complex task, 475–476
mobile task, 476–477
normal task, 475–478
uninterruptible task, 475–476
structure of, 428–435
Intrapersonal triggers, 68
Introductory text in Experience Models, 162–163, 162f
Intuition, 15–19
Inventing next product
challenge of design for life, 247–249
Contextual Design’s group ideation process, 233
corporations splitting up job, 234
design process for, 249–251
invention of design team, 233
people part of secret sauce, 244–247
practical innovation, 235–240
user data drives innovation, 241–243
Iteration of design, 437–439
Iterative prototyping process, 440
Iterative testing, 311, 416
Itinerary builder, 290, 293f
K
“K-J” process, 128
L
Label, 133, 133b
in affinity, 136–137
language of, 144
Legginess in user Environment Design, 363b
Life, keeping coherent, 305
Links, in Focus Areas, 339
Lower-level usability issues, 209
M
Market(ing), 460, 15–16, 19, 32, 38, 38b, 83, 85, 203, 245–246, 255–256
messages, 265
segments, 481
winning with planning, 241b
Master planner, 265
Master/apprentice model, 45–49
Materials of design, 244
Meaningful structure, 143
Metaphors in Visioning, 261
Microsoft PowerPoint, 337, 338f
Mobile
devices, 269, 307, 324
subsystem, 341–342
team, 355
Mock-up testing, 311
Modelers, 89–90
Moderator, 90, 499–500
Mom Response, 325–326, 489
managing critique, 328b–329b
Monolithic applications, 248–249, 306
Multiple perspectives on problem, 497
N
Naming design, 499–500
New Travel Event Alert, 348b–349b
Nods, 68–69
O
Oil Team Role, 467, 488
P
Paper prototypes, 352–353, 396b, 397f, 416, 418f
building, 419–421, 422b
interview, 423
for scanning device, 421f
Parallel design process, 367b
Participant role in Interpretation Session, 91
Participatory Design, 401
Partnership, 425
Partnership principle, 55–59
avoiding other relationship models, 58–59
withdrawal and return, 57–58
Pen role in visioning, 281, 283, 322
Personas, 209, 225–229
consolidating data for, 227–229
from Cool Project, 226f
Physical Model, 86–87, 87f, 113, 208, 221–223, 222f, 274–275, 275f
consolidating, 224f
from shopping project, 225f
Pink labels, 133–134
Placeholder labels, 137
Planning schedule, 483–488
Poker role in Visioning, 281
Popper team role, 491–492
Power of models, 229–230
Practical innovation, 235–240
Primary filters on AirBnB website, 371
Prioritization, 406, 443, 443b
driving concurrent implementation, 459–463
infrastructure development, 472
marketing, 460
planning business processes, 461–462
planning services and support, 460–461
product management, 460
software implementation, 460
UI design, 459
partitioning release for implementation, 455–459
planning series of releases, 445–454
Process Check, 100
Process designers, 245–246
Product
concepts, 289–291, 352–353
designers, 275
management, 460, 245–246, 443–444
relationship between UX and, 455b
planning and strategy, 405–410
ship themes supporting intent, 408–410
road map, 405, 452
structure, 351–352
seeing, 352–358
vs. System, 4b
Product design, 5, 8–9, 8b, 48, 60, 96, 297, 304, 328b–329b, 333, 498–499
design in teams, 312–314
keeping life coherent, 305–307
scenario reasoning vs. structural reasoning, 308–312
Product Roadmap, 405
Product Rollout, 460, 443–445, 455b
planning, 391–392
Project
planning and execution, 410–414
cross-functional team formation, 466–468
interviewing situation, 475–478
planning schedule, 483–488
service and UX design, 471b
setting interview focus, 482–483
team management, 488–490
who to interview, 478–482
scope, 469–470
Prototype/prototyping, 313, 391, 395–396, 404, 415, 441b, 500–501
as business technique, 403–405
interpretation session, 435b
interviews, 403, 423–428, 435
testing, 394, 398b
Q
Quality, 129–130
Function Deployment process, 497–498
Quantitative techniques, 38–39, 120–121
R
Rapid prototyping, 18–19, 401
tools, 420
Rat hole Watcher, 91
Real-time project information, 270
Recorder team role, 88
Relationship Model, 45, 113, 181, 267–268, 267f
capturing during interpretation session, 185, 186f
and Collaboration Models, 148
collecting data, 183–184, 183b
consolidating, 185–189, 187f
relationship information capturing, 184f
Requirements
gathering, 5, 32, 37–38, 60
quality, 127
specifications, 393–394, 452–453
Requirements elicitation, See Requirements—gathering
Retrospective account, 52–54
Role-centered Collaboration Model, 194–195
S
Scenarios, 209, 309, 319–320, 323–324, 336, 394b
scenario-based reasoning, 297, 308–312, 328
Secret sauce, people part of, 244–247
Section, Interaction Pattern, 373–374
Sensation Boards, 114, 202–206, 270–271, 271f
collecting, interpreting, and using data in affinity, 202–203
creating, 203–206
Model, 148
Sequence Model, 113, 122–124, 207, 209–217, 272–274, 272f
capturing during interpretation session, 211, 212f
collecting data, 210–211
communication design, 216–217
consolidating data, 213–216, 214f
from U06, 215f
Sequential design process, 367b
Service design, 471b
Shared understanding, 82–84
Shipping User Environment Design, 452–453
Six Sigma, 461–462
Slogan, in Visioning, 260
Software as a service (SaaS), 462
Spreadsheet, 242
Stakeholders, 468
Standard requirements techniques, 32–33
Story language, 144
in Affinity Diagram, 145
Story-based consolidation, 197
completing model consolidation, 197
Storyboards, 309–310, 315, 321f, 331
building, 320–325
cells, 351
initial stages of travel planning, 316f–318f
managing critique with Mom Response, 328b–329b
movie, 315–319
review, 325–328
User Environment Design, 315, 343–351, 345b, 347b–349b
vision and product concepts, 320
Structural models, 67
Structural reasoning, 308–312
Structure of interview, 428–435
going online, 433–435
interview, 430–432
introducing yourself, 429
setup, 428–435
transition, 429–430
wrap-up, 432–433
Summary data vs. ongoing experience, 51
System of support, 4b, 308
System structure, 334
Systems-based reasoning, 308
T
Tangible artifacts, 312–313
Team, 315
design in, 312–314
management, 488–490
member, 283, 308, 311
size, 314
team-based approach, 304–305
training, 484–488
Technology
challenge, 261
and content availability, 236–237
readiness, 236
Test case, 362
Textual language, 115–116
Tight cross-functional partnership, 408b
Time, 264
Traditional Contextual Design Models, 207, 272–275
Decision Point Model, 217–219, 274, 274f
personas, 225–229
Physical Model, 221–223, 222f, 274–275, 275f
power of models, 229–230
Sequence Models, 209–217, 272–274, 272f
techniques for consolidation, 209
Training team, 484–488
Transition from overview to Contextual Interview, 72
Travel Companion, 290, 450
Trip Planner, 290, 292f, 450
U
Usability, 5, 32, 66–67, 418–419
issues, 129–130
testers, 501–502
testing, 5, 18–19, 401–402
User data, 37–38, 142, 233, 244, 496
drives design, 22
A/B testing, 40
challenge of design data, 32–34
data as team, 40–41
design data, 34–37
traditional techniques, 38–39
user-centered design, 31
drives innovation, 241–243
User Environment Design, 387b, 310, 315, 325, 331, 353f, 356f–357f, 363b, 365, 368, 393, 418–419, 444, 445b, 448f–449f, 452, 456, 496
and COTS products, 451b
diagram, 312–313
elements, 337–343
floor plan, 335f
focus area defining editing screen, 338f
Interaction Patterns building from, 383–388
product structure, 351–352
seeing, 352–358
screen from PowerPoint, 338f
from storyboards, 343–351
validation, 310
walk-throughs, 349, 358–362
User experience (UX), 6, 62, 145, 294b, 295, 304, 310–311, 332, 349–351, 366–368, 383, 410, 443–444, 453, 496
challenge, 261
design, 34, 471b
designers, 95, 501–502
field, 395–396
groups, 124
people, 467–468
relationship between product management and, 455b
team, 85
User interface (UI), 248, 341–342, 351–352
design, 387b, 459, 365, 383
sketches, 323, 336, 351
User-centered
design, 5, 31, 239–240, 303, 333, 495–502
approach, 366–367
process, 3, 402
process, 407–408, 444
product, 337
User(s), 392b, 500–502
driving design conversations with, 396–400
profile, 88f
research, 18, 153, 367b, 496
researchers, 304–305, 314, 349–351
validating with users, 393–405
V
Validation, 311
VisiCalc, first spreadsheet, 241–242
Vision, 320
pictures, 282
Visioning, 250, 259, 278–291, 294b
creating a common direction, 285–289
identifying product concepts, 289–291
positives, negatives, and design ideas for travel vision, 288f
session, 281
team, 255, 275
vision for travel product created by team, 282f
workshop process, 322
W
Wall Walk, 250, 253, 279
affinity, 256–259
Experience Models, 262–271
making lists, 259–262
Traditional Contextual Design Models, 272–275
walking affinity, 256–259
Waterfall process, 367b
Weekly process checks, 484
Withdrawal and return, 57–58
WordPerfect, 242
Work structure, 119, 481
Working in teams, 95–105
cross-functional team, 95–96
designing creative team culture, 104–105
managing interpersonal dynamics, 101–104
structure design meetings for creativity, 96–101
Working teams, 490–493
Wrap-up, 75–77
Z
Zimmerman, John, 471b
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