An inventory of ~60 design tools, organized by JJGs Elements of Design. Includes types of feedback appropriate at each level, and for each tool the input and capabilities necessary and the output you can expect. Kind of a lego kit for designers!
Mookuthi is an artisanal nose ornament brand based in Madras.
Sixty Design Tools
1. Design Tools
September 29, 2011
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5. element level
Tool Name
What I need… The information or decisions
(output) I need to move to the
next step.
What I have… What I have for input, from a
previous tool or somewhere
else.
What I can do… My skills and available tools,
and the time I have available.
7. (A Note About Process)
There are literally 100’s of design processes. [12]
None of them are “right”.
8. (A Note About Process)
A sure fire way to fail at a process is to work too hard to follow
it. Even worse is forcing people to follow it. Judging a process
based on how well people comply is like judging a product based
on whether all the features were delivered on time—it misses the
point.
-Jeff Patton
…in product software teams, we generally work on all types of
software efforts, from very small fixes, performance
improvements, and minor features, up to large projects and
company-wide initiatives. It makes no sense to treat these all the
same. The level of investment is totally different, the risks are
totally different, and the techniques we use to ensure success are
different.
- Marty Cagan [11]
10. strategy
Strategy
Strategy is where it all begins:
What do we want to get out of the
product? What do our users want?
11. Strategy Feedback
•broad direction
•alignment with:
•the market
•company culture
•other products & direction
•other opportunities
strategy
12. Strategy IxD Tools
•ad-hoc personas
•provisional personas
•formal personas
•competitive analysis
•experience map
•concept map *
•"unsliced" story map
•"visiontype”
•stakeholder interviews
•product manifesto
strategy
•design studio
•SWOT analysis
•heuristic review *
* exercise
13. Description
Ad-Hoc Personas
Need
Have
Can
strategy
...collaborators to stop being self-referential, or to think
more empathetically about real-world people with goals
as input to real-world situations, and if it's ok if they're
temporal.
...an imagination, the ability to describe the value of
personas, and a team that would be accepting of this kind
of tool.
...use any word processing or layout application, use a
photo search site and write a tiny bit, and have one day
available.
16. Description
Provisional Personas
Need
Have
Can
strategy
...collaborators to stop being self-referential, or to think
more specifically about real-world people with goals as
input to real-world situations, with more basis in reality
than ad-hoc personas, and it's ok if they're temporal.
...access to product managers, support, or training staff
who have some primary contact with users and you can
get half a day with them, plus a few days or a week to put
them together.
...run an affinity diagramming exercise and use any word
processing or layout application, use a photo search site
and write a tiny bit, and you have a few days available.
18. Description
Formal Personas
Need
Have
Can
strategy
...information to make decisions about product direction,
collaborators to stop being self-referential, or to think more
empathetically, as input to real-world situations, with a solid
basis in reality, and you need them to hold up over time.
...time to do primary research, access to users or
potential users, access to collaborators for one or two
days to workshop the results, and a budget for stipends.
...do recruiting, screening and scheduling participants, do
the research, provide a record of those conversations, run a
persona workshop, use a photo search site and write a tiny
bit, and you have several weeks to a few months available.
20. Description
Competitive Analysis
Need
Have
Can
strategy
... clear thematic direction for your product, to avoid or
address competitors early.
...a clear and agreed-upon list of competitors.
...find or create an appropriate framework for conducting
competitive analysis, write or diagram clearly, use a word
processing or layout application, and have a week or two
available.
28. Description
Experience Map
Need
Have
Can
strategy
...a collaboratively-developed, shared, and organized
vision of the information gathered from research and a
good jumping-off point for a story map.
...qualitative research.
...lead a workshop including all the people who
conducted, saw or read about the research, and you have
a few days.
29. Experience Map
Choose a few
models
Decide which
he wants
Buy the car
Make a list of
stuff he wants
Search based
on his criteria
Check best-looking
cars
Check
Consumer
Reports
Test drive all
of them
Ask his friend
Rent one
Find the cars
locally
Physically
visit the dealer
Search dealer
reviews
Negotiate the
cost
Get KBB
and Edmunds
prices
time
strategy
Example
30. Description
Concept Map
Need
Have
Can
strategy
...a collaboratively-developed, shared, and organized
vision of the information gathered from research and a
good jumping-off point for a story map.
...qualitative research.
...lead a workshop including all the people who
conducted, saw or read about the research, and you have
a few days.
35. Description
‘Unsliced’ Story Map
Need
Have
Can
strategy
... move the team into more tangible territory with some
agreement on stories around how a user would interact
with the product.
...a group of people with some ideas about what the
product might do or an experience map; representatives
from product, engineering and design with the time and
interest to participate.
...lead a storymapping workshop, and have a few days or
a week available.
36. ‘Unsliced’ Story Map
Choose a few
models
Decide which
he wants
Buy the car
Make a list of
stuff he wants
Search based
on his criteria
Check best-looking
cars
Check
Consumer
Reports
Test drive all
of them
Ask his friend
Rent one
Find the cars
locally
Physically
visit the dealer
Search dealer
reviews
Negotiate the
cost
Get KBB
and Edmunds
prices
time
strategy
Example
37. Description
Visiontype
Need
Have
Can
strategy
...a tangible representation of big concepts to help
generate focus and movement, something executives can
understand and buy-in on, or a way to build key customer
excitement.
...one or more big ideas, some ideas about personas, and
agreement on some relatively specific stories or
scenarios.
...create professional-looking mockups that you can make
appear interactive through HTML, clickable PDFs or
images, Flash, etc., and have one to several weeks.
39. Description
Stakeholder Interviews
Need
Have
Can
strategy
...to capture the input of any stakeholders, official or not,
to get a sense for how they should be involved in the
product going forward,
...stakeholders who care deeply about the outcome of the
project.
...identify all the stakeholders(!), interview, distill and play
back the results of the interviews, and have a few days or
weeks.
41. Description
Product Manifesto
Need
Have
Can
strategy
...a clear statement of the priorities, beliefs and principles
that guide the product team to provide focus and more
easily resolve questions later.
...the big idea, reasonably focused.
...collaborate with Product Management and ideally
engineering to write, and get buy-in from your team on a
short product manifesto.
48. Opportunity Assessment
strategy
Product Manifesto – Orthogonal Tool
1. Exactly what problem will this solve? (value proposition)
2. For whom do we solve that problem? (target market)
3. How big is the opportunity? (market size)
4. What alternatives are out there? (competitive landscape)
5. Why are we best suited to pursue this? (our differentiator
6. Why now? (market window)
7. How will we get this product to market? (go-to-market
strategy)
8. How will we measure success/make money from this
product? (metrics/revenue strategy)
9. What factors are critical to success? (solution requirements
10. Given the above, what’s the recommendation? (go or no-go)
49. Description
Design Studio
Need
Have
Can
strategy
...to involve many stakeholders or collaborative team
members, and to move very quickly from one big idea to
one or several ideas developed to structure or skeleton.
...some idea of a new product, target market, or
opportunity.
...lead a large group of people in an intensive workshop
setting, and have several days to a few weeks to plan,
run, and then synthesize the output.
51. Description
SWOT Analysis
Need
Have
Can
strategy
...to understand why an existing product isn't doing what
the business needs it to, or to provide clear thematic
direction for a new product.
...an existing product.
...find or create an appropriate framework for conducting
a SWOT analysis, write or diagram clearly, use a word
processing or layout application, and a week available.
53. Description
Heuristic Review
Need
Have
Can
strategy
...a prioritized list of ways to improve an existing product.
...an existing product.
...write and use any word processing or layout
application, and have a few days or weeks, depending on
the size of the product.
55. A cognitive walkthrough starts with a task analysis
that specifies the sequence of steps or actions
required by a user to accomplish a task, and the
system responses to those actions.
The reviewer then walks through the steps asking
themselves a set of questions at each step. Data
is gathered during the walkthrough, and afterwards
a report of potential issues is compiled.
- Wikipedia
Heuristic Review
strategy
Example
56. Example
Heuristic Review
strategy
A pluralistic walkthrough uses group meetings
where users, developers, and human factors
people step through a scenario, discussing each
dialogue element. [9]
57. Other Places to Look
•backlog
•customer feedback
•traffic
•research / data from existing products
strategy
62. Description
‘Sliced’ Story Map
Need
Have
Can
scope
...ideas and features sorted into priorities, including MVP
to move forward on next steps, and agreed to by the
larger team.
...an "unsliced" story map and any idea about how to
prioritize (manifesto, prioritized personas, etc.), plus team
members with availability and interest.
...get the core team in a room for a day or two, lead the
slicing, and get a final thumbs-up / thumbs-down.
63. Example
‘Sliced’ Story Map
Choose a few
models
Decide which
he wants
Buy the car
Make a list of
stuff he wants
Search based
on his criteria
Check best-looking
cars
Check
Consumer
Reports
Test drive all
of them
Ask his friend
Rent one
Find the cars
locally
Physically
visit the dealer
Search dealer
reviews
Negotiate the
cost
Get KBB
and Edmunds
prices
time
necessity
release #1
release #2
release #3
scope
64. Description
Prioritized Personas
Need
Have
Can
...direction and focus to limit scope.
...any kind of personas.
scope
...lead a heated session to drive agreement around the
prioritization and document that agreement.
67. Description
Goal Venn
Need
Have
Can
scope
...a way to take into account and reconcile multiple sets of
goals, especially to identify opportunities where they
overlap.
...multiple sets of goals.
...work alone or with collaborator(s) over a few hours or
days.
70. Description
Product Model
Need
Have
Can
scope
...more clarification or agreement from the team on what
the product will and will not do, or inspiration or clarity
from underlying objective truths.
...an at least general understanding of what the product
will and will not do.
...use any kind of mapping tool (or pencil and paper) and
have a few days to a few weeks.
73. Description
Illustrated Storyboards
Need
Have
Can
scope
...a tangible representation of big concepts to help
generate focus and movement, something executives can
understand and buy-in on, and you need it quickly.
...one or more big ideas, some ideas about personas, and
agreement on some relatively specific stories or
scenarios.
...create professional-looking stories, through sketching
or illustration, and have a few days.
75. Description
Written Scenarios
Need
Have
Can
...detailed real-world stories to bridge the gap between
concept and implementation, strategy and scope, to be
reviewed, collaborated on and approved by teams who
prefer solo work and reading.
...personas with goals, and an understanding of strategy.
...write, and have a few days to a week.
scope
79. Description
Feature Prioritization Matrix
Need
Have
Can
scope
...some way of sorting through and agreeing on
prioritization of an overwhelming number of requests to
be able to move forward.
...one or several big lists of features, requirements or
stories (as in a backlog, PRD, help desk logs, etc.).
...get buy-in from product and engineering, do this kind of
very focused and detailed work, use Excel, and have a
few days or weeks.
90. Description
Sketched Flows
Need
Have
Can
...detailed stories to bridge the gap between scope and
structure, to be created and approved by teams who
prefer collaborating or visual representations, or to get an
early sense of technical feasibility.
...personas of any kind, and a good understanding of
strategy and scope.
...draw, and have a few days.
structure
92. Description
User Flows
Need
Have
Can
structure
...detailed stories from the user perspective that take into
account offline activities, more refined and "final" than
sketched flows, to be created and approved by teams
who prefer collaborating or visual representations, to
share with stakeholders, or to get an early sense of
technical feasibility.
...personas of any kind, possibly sketched flows, and a
good understanding of strategy and scope.
...use an illustration tool and have one to several weeks.
96. Description
Functional Diagrams
Need
Have
Can
structure
...to understand or get agreement on a detailed map of
how a system or set of systems work, and/or to check
technical feasibility, to be reviewed, collaborated on and
approved by teams who prefer visual representations.
...some understanding of strategy, scope, and any
relevant business or engineering requirements.
...use an illustration tool and have one to several weeks.
98. Description
Navigation Model
Need
Have
Can
structure
...the relationship between the content and objects,
agreement on organizational strategy, a sense of depth
vs. breadth and how much each page must do.
...a broad idea (or several) of the content and objects and
their priorities.
...use some kind of mapping tool (including pencil and
paper) to map out options.
103. Description
Information Architecture
Need
Have
Can
...to see whether the navigation model will hold up, to
account for every page, and to see what the navigation
elements will need to support (usually for a content-based
site).
...a fairly detailed idea of the content and objects and
agreement on their relationships and priorities (as from a
navigation model).
...use some kind of mapping tool to map out options.
structure
107. Description
Product Map
Need
Have
Can
structure
...to see what the areas of the site will be, to account for
every page, to be able to see and rationalize systems
across the site, and to see what each page will need to
accommodate (usually for an app).
...a solid understanding of strategy and scope, and a
good sense of what the objects are you'll be dealing with
from workflows or similar.
...use a mapping tool and have one to several weeks.
110. skeleton
Skeleton
Skeleton makes structure
concrete: What components will
enable people to use the product?
111. skeleton
Skeleton Feedback
• general mood (powerful, simple,
etc.)
• specific elements and information
• hierarchy of elements
• relationship between the
elements
113. Description
Concept Sketches
Need
Have
Can
skeleton
…specific early reactions to my ideas from the Product
Manager and engineering, a start on how key ideas might
be instantiated in this project very quickly and without too
much effort or time invested.
…an idea of what the product does and its scope, plus a
few ideas about how that might play out.
…quickly draw broad areas of a screen, but only have a
few hours.
115. Description
Page Framework
Need
Have
Can
skeleton
...to get agreement on the relationship between broad
page areas, and the focus of the site.
...a solid sense of strategy, scope and structure — you
know what the big pieces are. Sometimes some
wireframes have been completed.
…quickly draw broad areas of a screen, and have a few
hours to days.
119. Description
Concept Wireframes
Need
Have
Can
skeleton
…specific reactions to my ideas from the Product
Manager, a start on how key ideas might be instantiated
in this project.
…an idea of what the product does and its scope, plus a
few ideas about how that might play out.
…quickly draw broad areas of a screen, and I have a few
days to work out some ideas.
122. Description
Page Type Wireframes
Need
Have
Can
skeleton
...to get agreement on the elements of the page, their
relationship to one another and functionality, as well as
technical feasibility, without worrying about visual
appearance.
...a solid sense of strategy, scope and structure — you
know what the big pieces are and how they'll fit together.
Often the next stage after workflows, maps or concept
wireframes.
...use some kind of wireframing tool and have a week to
several weeks available.
129. Description
Basic Prototype
Need
Have
Can
...to develop a feeling of what it will be like to use the
product, either for team or stakeholder buy-in, or for
usability research.
...team agreement on detailed real world stories.
skeleton
...create a rough prototype using paper, prototyping or
illustration tools, and have one to several weeks.
134. Description
Component Library
Need
Have
Can
skeleton
...to reuse elements as part of a system to avoid
complexity for you, the engineers and the users, and to
simplify documentation going forward.
...a good understanding of several page elements.
...create and maintain detailed specifications of behavior,
and use the system appropriately going forward.
138. surface
Surface
Surface brings everything together
visually: What will the finished
product look like?
139. Surface Feedback
• visual appearance and mood:
colors, fonts, spacing, etc.
• all graphics: buttons, logos,
icons, etc.
• possibly copy and typos
surface
141. Description
surface
Annotated Wireframes / Mockups
Need
Have
Can
...to deliver a detailed description to engineering and QA
so that it can be built as you've designed it.
...an agreed-upon set of objects, wireframes and
elements.
…can write, diagram or animate a detailed description of
how the states, functionality and element actions,
including all possible cases.
148. Description
Mood Board
Need
Have
Can
surface
...to quickly narrow in on a visual direction with the core
team and stakeholders.
...a good sense of your audience, but little other
precedence.
...collect examples of images, objects, text, and sites into
collections, and have a few days.
150. Description
Visual Direction Comps
Need
Have
Can
surface
...to narrow in on a specific visual design direction with
the team.
...a solid sense of your audience, a general sense of
visual direction from existing products or mood boards,
and what one or several pages must accomplish from
maps or wireframes.
...create a variety of polished mockups and have one to
several weeks.
155. Description
Final Mockups
Need
Have
Can
...to finalize visual design with the team, and to provide
engineering with mockups of each page type.
...accounted for all page types with wireframes or maps
and agreed on visual direction.
...create polished mockups and have one to several
weeks.
surface
158. Description
Detailed Prototype
Need
Have
Can
surface
...to show exactly what it will be like to use the product,
either for team or stakeholder buy-in, for usability
research, or as a specification for engineering and QA.
...team agreement on detailed real world stories, in the
form of user flows or maps or a basic prototype.
...create a realistic-seeming prototype using paper,
prototyping or illustration tools, and have one to several
weeks.
161. Description
Production Artwork
Need
Have
Can
surface
...to deliver final, production-ready artwork to engineering.
...final page type mockups and an understanding of
necessary variations.
...create production-ready artwork based on an
understanding of how the page will be built, and have one
to several days.
163. Description
Visual Specification
Need
Have
Can
surface
...to deliver a detailed description to engineering and QA
so that it can be built as you've designed it.
...final page type mockups and an understanding of
necessary variations.
...create a detailed specification based on an
understanding of how the page will be built, and have one
to several days.
166. Description
Design Library
Need
Have
Can
...to reuse elements as part of a system to avoid
complexity for you, the engineers and the users, and to
simplify documentation going forward.
...agreed-upon final design for several page types and a
set of elements that are reused from page to page.
...create and maintain detailed specifications of
appearance, and use the system appropriately going
forward.
surface
169. Description
Bugs
Need
Have
Can
surface
...to respond to a product in development, to ensure it’s
released as designed.
...access to the bug database engineering and QA are
using, access to the product in development, and existing
documentation.
...follow proper QA processes, file a clear bug and have a
few hours to a few days or a week.
173. Nota Bene
• For all of these, garbage in,
garbage out.
• Agreements must be
documented somewhere.
• These are some tools, not THE
tools.
174. (We Didn’t Cover Research)
• “Back-Pocket” Research
• Guerilla2 Research (airports)
• Guerilla Research
• Five for Fridays
• Formal Usability
• In-Home Visits
usability ethnographic
175. Example Processes
1. Design studio
2. Concept wireframes
3.Visual direction comps
4. Prototype
176. Example Processes
1. Formal personas
2. Competitive analysis
3. Unsliced story map
4. Prioritized personas
5. Sliced story map
6. Written scenarios
7. Storyboards
8. Product map
9. Concept wireframes
10. Page framework
11. Page type wireframes
12. Basic prototype
13. Mood boards
14. Visual direction comps
15. Final mockups
16. Detailed prototype
17. Production artwork
18. Visual spec
19. Widget library
177. More Reading
Much, much more to add here
1. Don’t Make Me Think, Steve Krug
2. The Inmates are Running the Asylum, Alan Cooper
3. The User is Always Right, Steve Mulder and Ziv Yaar
4. The Elements of User Experience, Jesse James Garrett
5. About Face: The Essentials of Interaction Design, Alan Cooper
6. “From Use to User Interface”, Jeff Patton
http://www.slideshare.net/abcd82/from-use-to-user-interface-presentation
7. “Personas for Product Management”, Marty Cagan http://www.svpg.com/personas-for-product-management/
8. “Death to Personas! Long Live Personas!”, Elizabeth Bacon & Steve Calde
http://www.slideshare.net/ebacon/death-to-personas-long-live-personas-presentation
9. “Summary of Usability Inspection Methods”, Jakob Nielsen
http://www.useit.com/papers/heuristic/inspection_summary.html
10. Usability Inspection Methods, Jakob Nielsen
11. “SVPG Newsletter: Process Police”, Marty Cagan http://www.svpg.com/process-police/
12. “How Do You Design”, Hugh Dubberly http://www.dubberly.com/articles/how-do-you-design.html
13. Writing Effective Use Cases, Alistair Cockburn
14. “Rapid Prototyping Tools”, Dan Harrelson http://www.adaptivepath.com/blog/2009/03/24/rapid-prototyping-
tools/
15. Inspired: How To Create Products Customers Love, Marty Cagan
16. Ad Hoc Personas: http://www.uie.com/events/virtual_seminars/ad_hoc_personas/ (she describes a pretty
difficult technique)
17. Designing for Interaction: Creating Innovative Applications and Devices, EPub
18. By Dan Saffer
178. Good Luck!
Call us if you need anything else,
and thank you!
Audrey Crane
415.868.4369
audrey@designmap.com
Nathan Kendrick
nathan@designmap.com
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/3.0/
or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.
Notes de l'éditeur
Hugh Dubberly has collected a book of more than 100 design processes. This is one of my favorites, by Tim Brennan (“Somebody calls up with a project; we do some stuff; and the money follows.”).
tenets, mantras, principles
From Designing for Interaction By Dan Saffer: pithy, memorable, cross-feature, specific, a differentiator, non-conflicting
sketchboarding
See also adaptive path, Message First
tuitive
not in structure because try to avoid talking about pages or areas of the site
not in structure because try to avoid talking about pages or areas of the site