Design Research Manual

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The key takeaways are learning from extensive interviews, understanding user needs, and developing an effective messaging campaign focused on everyday learning opportunities for children.

The Inspiration phase is about learning through interviews and observations, opening up to creative possibilities, and ensuring solutions are grounded in user needs and desires.

The steps involved in framing the design challenge are writing an initial challenge statement, reframing it to drive impact and allow variety, avoiding being too narrow or broad in scope, and refining it through testing.

THE

FIELD GUIDE
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28
Methods: Inspiration Phase

INSPIRATION

The Inspiration phase is about learning on the y,


opening yourself up to creative possibilities,
and trusting that as long as you remain grounded in
desires of the communities youre engaging, your
ideas will evolve into the right solutions. Youll build
your team, get smart on your challenge, and talk to
a staggering variety of people.

THIS PHASE WILL HELP YOU ANSWER


How do I get started?
How do I conduct an interview?
How do I keep people at the center of my research?
What are other tools I can use to understand people?

29
The Field Guide to Human-Centered Design

30
Methods: Inspiration Phase

Frame Your Design Challenge


Properly framing your design challenge is critical to
your success. Heres how to do it just right.

Getting the right frame on your design challenge will get you off on the
right foot, organize how you think about your solution, and at moments of
ambiguity, help clarify where you should push your design. Framing your
design challenge is more art than science, but there are a few key things to
keep in mind. First, ask yourself: Does my challenge drive toward ultimate
impact, allow for a variety of solutions, and take into account context? Dial
those in, and then refine it until its the challenge youre excited to tackle.

STEPS
TIME
90 minutes
01 Start by taking a rst stab at writing your design challenge. It should be
short and easy to remember, a single sentence that conveys what you want
DIFFICULTY to do. We often phrase these as questions which set you and your team up
Hard to be solution-oriented and to generate lots of ideas along the way.

WHAT YOULL NEED 02 Properly framed design challenges drive toward ultimate impact, allow for
Pen, Frame Your Design Challenge
a variety of solutions, and take into account constraints and context. Now
worksheet p. 165
try articulating it again with those factors in mind.
PARTICIPANTS
Design team 03 Another common pitfall when scoping a design challenge is going either
too narrow or too broad. A narrowly scoped challenge wont offer enough
room to explore creative solutions. And a broadly scoped challenge wont
give you any idea where to start.

04 Now that youve run your challenge through these lters, do it again. It
may seem repetitive, but the right question is key to arriving at a good
solution. A quick test we often run on a design challenge is to see if we
can come up with ve possible solutions in just a few minutes. If so, youre
likely on the right track.

31
The Field Guide to Human-Centered Design

METHOD IN ACTION

Frame Your Design Challenge

Its rare that youll Frame Your Design Challenge heavily on improving parents lives. In the end,
just right on the first try; at IDEO.org we often go the team arrived at a well framed challenge, one
through a number of revisions and lots of debate that asks: How might parents in low-income
as we figure out precisely how to hone the problem communities ensure children thrive in their first
were looking to solve. five years?

For the second challenge in our Amplify program, Use the Frame Your Design Challenge worksheet on
we knew that we wanted to focus on childrens p. 165 and take multiple passes to make sure that
education, but needed to narrow the scope so that your question drives at impact, gives you a starting
it would drive real impact, allow for a variety of place, but still is broad enough to allow for a great
solutions, and still give us enough context to get variety of creative answers.
started. Challenge manager Chioma Ume described
how she and her team sharpened the challenge.

We knew we wanted to do something around


kids, but of course we then have to ascertain which
kids. Should it be all kids, just teens, young kids?
Because of the tremendous importance of early
childhood development, we settled on children,
ages zero to five. But we certainly didnt start
knowing that wed focus just on them.

Even then, the challenge needed refinement.


By eventually landing not on children, but their
parents, the team and its partners at the UKs
Department for International Development,
crafted a brief that it thought would have the
most impact.

We chose to focus on the people closest to


children, their parents, says Ume. But she stresses
that though parents became the focus, the children
remained the beneficiaries, a nuance that would
keep the team from spinning off or focusing too

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Methods: Inspiration Phase

Frame Your Design Challenge

What is the problem youre trying to solve?


Improving the lives of children.

1) Take a stab at framing it as a design question.

How might we improve the lives of children?

2) Now, state the ultimate impact youre trying to have.

We want very young children in low-income communities to thrive.

3) What are some possible solutions to your problem?


Think broadly. Its ne to start a project with a hunch or two, but make sure you allow for surprising outcomes.

Better nutrition, parents engaging with young kids to spur brain development, better education around
parenting, early childhood education centers, better access to neonatal care and vaccines.

4) Finally, write down some of the context and constraints that youre facing.
They could be geographic, technological, time-based, or have to do with the population youre trying to reach.

Because children arent in control of their circumstances, we wanted to address our solution to their parents.
We want a solution that could work across different regions.

5) Does your original question need a tweak? Try it again.

How might parents in low-income communities ensure children thrive in their first five years.

33
The Field Guide to Human-Centered Design

Create a Project Plan


Get organized, understand your strengths, and start
identifying what your team will need to come up with
innovative solutions.

As you set out to solve your challenge, youll need to create a plan. This gives
you a chance to think through all the logistics of your project, and even
though theyre bound to change as things progress, youll be in much better
shape if you can plan for whats ahead. Reflect on your timeline, the space
youll work in, your staff, your budget, what skills youll need, trips youll
take, and what youll need to produce. Getting a good handle on all of this
information can keep you on track.

STEPS
TIME
60-90 minutes
01 A good place to start is with a calendar. Print out or make a large one
and put it up in your workspace. Now mark key dates. They could be
DIFFICULTY deadlines, important meetings, travel dates, or times when your team
Moderate members are unavailable.

WHAT YOULL NEED 02 Now that youve got a sense of your timeline, look at your budget
Pen, paper, Post-its, calendar
and staff. Do you have everything that youll need? If you foresee
PARTICIPANTS constraints, how can you get around them?
Design team
03 Youll need to get smart on your topic before you head into the eld.
Who should you talk to now? What will you need to read to be up to
speed on your challenge?

04 Answer questions like: When should my team head into the eld?
Will my team make one visit or two? Will our partners be visiting? Will
we need to physically make something? How much time, money, and
manpower will we need to produce it?

05 Your project plan will change as things evolve, and thats perfectly OK.
You can always amend things as you go but make sure that youre really
thinking through your project before you start.

34
Methods: Inspiration Phase

Build a Team
An interdisciplinary mix of thinkers, makers, and
doers is just the right combination to tackle any
design challenge.

Human-centered design works best with cross-disciplinary teams. You could


put three business designers to work on a new social enterprise, but if you
throw a graphic designer, a journalist, or an industrial designer into the mix,
youre going to bring new modes of thinking to your team. Its smart to have
a hunch about what kind of talent your team will needif youre designing a
social enterprise, a business designer is probably a good betbut you wont get
unexpected solutions with an expected team.

STEPS
TIME
60 minutes
01 First, assess how many team members youll need, your staffs
availability, and when your project should start and end.
DIFFICULTY
Hard 02 Look at the core members of your team and determine what theyre
good at and what theyre not so good at.
WHAT YOULL NEED
Pen, paper 03 Is there a clear technical capability that youll need but dont
currently havemaybe a mechanical engineer, a graphic designer, a
PARTICIPANTS
Project lead, partner skilled writer? Remember that you can always add a team member for
organizations a shorter period of time when their skills are most important.

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The Field Guide to Human-Centered Design

Recruiting Tools
Human-centered design isnt just about talking to a lot
of people, its about talking to the right people. Build
a strategy now so that your Interviews really count.

Before you start talking to the people youre designing for, its important to
have a strategy around who you talk to, what you ask them, and what pieces of
information you need to gather. By planning ahead, and tracking who you talk
to once youve done it, you can be sure to have the right balance of experts and
laymen, women and men, people of different ethnicities and classes, as well as
a full range of behaviors, beliefs, and perspectives.

STEPS
TIME
30-60 minutes
01 As you start to determine who you want to talk to, think about a variety
of factors: age, gender, ethnicity, class, social position. Who do you
DIFFICULTY really need to hear from?
Moderate
02 Be sensitive to gender when making your Interview plan. Some
WHAT YOULL NEED communities may not be comfortable with men interviewing women. Or
Pen, paper
if youre working on a touchy topic, like open defecation, make sure that
PARTICIPANTS you understand social dynamics before you begin your Interviews (p. 39).
Design team
03 Group Interviews (p. 42) can be a highly useful tool and also help
you identify who you might like to speak more with in an individual
Interview.

04 Refer to Extremes and Mainstreams (p. 49) to make sure that youre
talking to a broad spectrum of people.

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Methods: Inspiration Phase

Secondary Research
Getting up to speed on your challenge is crucial to
success in the eld.

Human-centered design is all about talking with people about their


challenges, ambitions, and constraints. But as you move through the
Inspiration phase, there will be moments where youll need more context,
history, or data than a man-on-the-street style Interview can afford. Social
sector challenges can be really thorny, which is why Secondary Research,
whether done online, by reading books, or by crunching numbers, can help
you ask the right questions. At IDEO.org, we find that a firm foundation of
knowledge is the best place from which to tackle a design challenge.

STEPS
TIME
1-2 days
01 Once you know your design challenge, its time to start learning about its
broader context. You can bone up quickly by exploring the most recent
DIFFICULTY news in the eld. Use the Internet, newspapers, magazines, or journals to
Moderate know whats new.

WHAT YOULL NEED 02 Try to nd recent innovations in your particular area. They could be
Internet connection,
technological, behavioral, or cultural. Understanding the edge of whats
pen, notebook,
research materials possible will help you ask great questions.

PARTICIPANTS 03 Take a look at other solutions in your area. Which ones worked? Which
Design team ones didnt? Are there any that feel similar to what you might design? Any
solutions that have inspired you to make one of your own?

04 Because Interviews (p. 39) can be highly subjective, use your Secondary
Research to get the facts and gures youll need to understand the
context of your challenge.

37
The Field Guide to Human-Centered Design

38
Methods: Inspiration Phase

Interview
Theres no better way to understand the hopes,
desires, and aspirations of those youre designing for
than by talking with them directly.

Interviews really are the crux of the Inspiration phase. Human-centered


design is about getting to the people youre designing for and hearing from
them in their own words. Interviews can be a bit daunting, but by following
these steps below youll unlock all kinds of insights and understanding that
youll never get sitting behind your desk. Whenever possible, conduct your
Interviews in the persons space. You can learn so much about a persons
mindset, behavior, and lifestyle by talking with them where they live or work.

STEPS
TIME
60-90 minutes
01 No more than three research team members should attend any
single Interview so as to not overwhelm the participant or crowd the
DIFFICULTY location. Each team member should have a clear role (i.e. interviewer,
Moderate note-taker, photographer).

WHAT YOULL NEED 02 Come prepared with a set of questions youd like to ask. Start
Pens, paper, Interview Guide
by asking broad questions about the persons life, values, and habits,
worksheet p. 166
before asking more specic questions that relate directly to
PARTICIPANTS your challenge.
Design team, person youre
designing for 03 Make sure to write down exactly what the person says, not what you
think they might mean. This process is premised on hearing exactly
what people are saying. If youre relying on a translator, make sure he
or she understands that you want direct quotes, not the gist of what
the person says.

04 What you hear is only one data point. Be sure to observe the persons
body language and surroundings and see what you can learn from
the context in which youre talking. Take pictures, provided you get
permission rst.

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The Field Guide to Human-Centered Design

METHOD IN ACTION

Interview

One of the pillars of human-centered design is The team even talked to one man who saved his
talking directly to the communities that youre money in bricks. He was saving to build a house
looking to serve. And theres no better way to so he put his extra money in building supplies and
understand a persons desires, fears, and opinions then, after a few years, constructed the house.
on a given subject than by interviewing them.
A key insight that came out of these interviews
In 2012, IDEO.org worked with the World Banks was that many low-income Mexicans dont save for
Consultative Group to Assist the Poor (CGAP) and savings sake, they save for particular things. This
the bank Bancomer to identify opportunities for idea led directly to the team designing a project-
new and more accessible savings products to serve based approach to savings, aptly dubbed Mis
low-income Mexicans. The team conducted a ton Proyectos (My Projects).
of Interviews over the course of the project, each
time trying to understand how people save their Try to conduct your Interviews in the homes or
money. Again and again the team heard, I dont offices of the people youre designing for. Put them
save money. But after asking a few more questions at ease first by asking more general questions
they came to learn that low-income Mexicans may before getting specific. And be sure to ask open-
not think of their informal methods as savings in ended questions instead of yes-or-no questions.
the way that a bank might, but they are certainly
socking money away. And understanding how they
do it was critical to the teams ultimate design.

Thanks to their Interviews, the team learned


that one man stashed extra money in the pockets
of his shirts when he hung them in the closet.
Another woman gave money to her grandmother
because she knew that she wouldnt let her spend
it on something frivolous. Still another woman
parcelled her money out in coffee cans dedicated to
various expenses like school fees, food, and rent.

40
Methods: Inspiration Phase

Interview Guide

Open General Then Go Deep


What are some broad questions you can ask to open What are some questions that can help you start to
the conversation and warm people up? understand this persons hopes, fears, and ambitions?

What kind of job do you have? How do you allocate your money now?

How are you paid? Where do you actually keep the money you want to

How do you save for the future? put aside?

What helps you save money?

If youve visited a bank, tell us about your experience.

41
The Field Guide to Human-Centered Design

Group Interview
You can come to a quick understanding of a
communitys life, dynamics, and needs by conducting
a Group Interview.

Though a Group Interview may not offer the depth of an individual


Interview (p. 39) in someones home, it can give you a compelling look at
how a larger set of the people youre designing for operates. The best Group
Interviews seek to hear everyones voice, get diverse opinions, and are
strategic about group makeup. For example, an all-female group might give
you insight into the role of women in a society whereas a mixed group may
not. If youre looking to learn quickly what is valuable to a community, Group
Interviews are a great place to start.

STEPS
TIME
90-120 minutes
01 Identify the sort of group you want to talk with. If youre trying to
learn something specic, organize the group so that theyre likely to
DIFFICULTY have good answers to the questions that youve got.
Moderate
02 Convene the Group Interview on neutral ground, perhaps a
WHAT YOULL NEED shared community space that people of all ages, races, and genders
Pens, paper, camera
can access.
PARTICIPANTS
At least 2 members of the design team, 03 In a Group Interview, be certain to have one person asking the
7-10 people youre designing for questions and other team members taking notes and capturing what
the group is saying.

04 Come prepared with a strategy to engage the quieter members of the


group. This can mean asking them questions directly or nding ways to
make the more vocal members of the group recede for a moment.

05 Group Interviews are a great setting to identify who you might want to go
deeper with in a Co-Creation Session (p. 109).

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Methods: Inspiration Phase

Expert Interview
Experts can ll you in quickly on a topic, and
give you key insights into relevant history, context,
and innovations.

Though the crux of the Inspiration phase is talking with the people youre
designing for, you can gain valuable perspective by talking to experts. Experts
can often give you a systems-level view of your project area, tell you about
recent innovationssuccesses and failuresand offer the perspectives of
organizations like banks, governments, or NGOs. You might also look to
experts for specific technical advice.

STEPS
TIME
60-90 minutes
01 Determine what kind of expert you need. If youre working in
agriculture, perhaps an agronomist. In reproductive health? A doctor
DIFFICULTY or policymaker may be a good bet.
Moderate
02 When recruiting your experts, give them a preview of the kinds of
WHAT YOULL NEED questions youll be asking and let them know how much of their time
Pens, camera, notebook
youll need.
PARTICIPANTS
Design team, expert 03 Choose experts with varying points of view. You dont want the same
opinions over and over.

04 Ask smart, researched questions. Though you should come prepared


with an idea of what youd like to learn, make sure your game plan is
exible enough to allow you to pursue unexpected lines of inquiry.

05 Record your Expert Interview with whatever tools you have. A pen and
paper work ne.

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The Field Guide to Human-Centered Design

Dene Your Audience


Consider the broad spectrum of people who will be
touched by your design solution.

Before you dig into your in-context research, its critical to know who youre
designing for. Youre bound to learn more once youre in the field, but having
an idea of your target audiences needs, contexts, and history will help ensure
that you start your research by asking smart questions. And dont limit your
thinking just to the people youre designing for. You may need to consider
governments, NGOs, other businesses, or competitors.

STEPS
TIME
30-60 minutes
01 With your team, write down the people or groups that are directly
involved in or reached by your project. Are you designing for children?
DIFFICULTY For farmers? Write all the groups down on Post-its and put them on a
Easy wall so you can visualize your audience.

WHAT YOULL NEED 02 Now add people or groups who are peripherally relevant, or are
Pen, paper, Post-its
associated with your direct audience.
PARTICIPANTS
Design team 03 Think about the connections these people have with your topic.
Who are the fans? Who are the skeptics? Who do you most need on
your side? Add them to the wall.

04 Now arrange these Post-its into a map of the people involved in


your challenge. Save it and refer to it as you move through the
Inspiration phase.

44
Methods: Inspiration Phase

Conversation Starters
Conversation Starters put a bunch of ideas in front of
a person and seek to spark their reactions.

Conversation Starters are a great way to get a reaction and begin a dialogue.
The idea here is to suggest a bunch of ideas around a central theme to the
people youre designing for and then see how they react. The ideas you
generate for your Conversation Starters are totally sacrificial, so if they dont
work, drop them and move on. The goal here is to encourage creativity and
outside-the-box thinking from the people youre designing for.

STEPS
TIME
30-60 minutes
01 Determine what you want the people youre designing for to react to.
If youre designing a sanitation system you might come up with a bunch
DIFFICULTY of Conversation Starters around toilets or privacy.
Moderate
02 Now come up with many ideas that could get the conversation started.
WHAT YOULL NEED What is the toilet of the future, the toilet of the past, a super toilet,
Pens, notebook
the presidents toilet? Come up with a list of ideas like this to share
PARTICIPANTS with the person youre designing for.
Design team, people youre
designing for 03 Once youre with the person youre designing for, start by telling
them that youre interested in their reactions to these Conversation
Starters. Some may be silly, some may be absurd, youre only looking
to get their opinions.

04 As the person youre designing for shares her take on your


Conversation Starters, be open to however she interprets the
concepts. When one of them strikes her, ask more questions.
You can learn a lot about how she thinks and what she might want
out of your solution.

45
The Field Guide to Human-Centered Design

METHOD IN ACTION

Conversation Starters
The name says it all: Conversation Starters are When youre using Conversation Starters,
meant to do just that. But beyond getting the remember that the goal is to get people talking. If
person youre designing for talking, the goal is to the person youre talking to doesnt have
get them thinking. This Method is a great way to much of a response to one, move right onto the
open a person up to creative thinking and to then next. Keep going until you find something that
learn more about her attitudes about the subject. works, then keep the conversation going with
open-ended questions. Premade cards are a great
An IDEO.org design team working in Uganda device to get the conversation started and give
with Ugafode and the Mennonite Economic people something to react to. This is also a
Development Associates on how to design formal chance to get people thinking creatively so feel
savings tools for low-income Ugandans used free to ask outlandish questions to keep the
Conversation Starters to plumb how Ugandans felt conversation flowing.
about banks. By presenting them with very basic
ideas about banks and then soliciting a response,
the team came to some pretty compelling insights.

They learned that some Ugandans thought banks


were only for big money, and not the small sums
that they might otherwise be dealing in. Another
person told the team that he wants his money
working for the community, a benefit that he did
not think would happen if it were sitting in a bank.

The big insight that came from the dialogue


that the Conversation Starters sparked was that
Ugandans are currently using all manner of
informal savings devices. And for a bank to work
in this community, it would have to play alongside,
not necessarily replace, the existing informal
services and systems on which people rely.

46
Methods: Inspiration Phase

These Conversation Starter cards helped an IDEO.org team working in Uganda better understand local financial habits.

47
The Field Guide to Human-Centered Design

INSPIRATION SPOTLIGHT

The Loan Surprise Game


There are all kinds of ways that you can learn On the second day of the Loan Surprise Game the
from the communities youre looking to serve. team actually moved from research to prototyping
An IDEO.org team working on designing mobile by adding loan options and qualifications. It
financial tools to help victims of Typhoon Yolanda was a way to ask more profound questions about
in the Philippines devised an ingenious way to how people would actually borrow money, and
understand how people felt about getting loans. most importantly, it got people talking. By
They made a board game. putting scenarios in front of people and getting
their reactions, you quickly engage them in your
In the Loan Surprise Game, the team set up shop research and create an opportunity to deeply
in an area where they knew lots of the people they understand what they want, fear, and need.
were designing for would congregate and then laid
out a simple dice game where you would roll a
loan. Once a participant rolled the dice, she was
told the terms of the loan and asked if shed take it.

On the first day they ran it, the goal of the game
wasnt to actually design financial products on the
spot, but to grasp how members of this community
felt about loans and what factors made them
willing to take them on. The team learned about
how bank loans were perceived as inaccessible
to those with little income, but also how getting
money from a loan shark was easy, but caused
significant anxiety. They also used the game to
probe deeper into what kind of financial support
people most wanted. By getting participants to
change some of the variables, they were able to see
what kind of loans were attractive and which sort
would never work.
48
Methods: Inspiration Phase

Extremes and Mainstreams


Designing a solution that will work for everyone means
talking to both extreme users and those squarely in
the middle of your target audience.

When recruiting people to Interview (p. 39), go after both the big broad
mainstream and those on either extreme of the spectrum. An idea that suits
an extreme user will nearly certainly work for the majority of others. And
without understanding what people on the far reaches of your solution need,
youll never arrive at answers that can work for everyone. More importantly,
talking to people at the extreme end of your product or service can spark your
creativity by exposing you to use cases, hacks, and design opportunities that
youd never have imagined.

STEPS
TIME
30-60 minutes
01 Think about all the different people who might use your solution.
Extremes can fall on a number of spectrums and youll want variety.
DIFFICULTY Maybe youll want to talk to someone who lives alone and someone
Moderate who lives with a large extended family. Maybe youll want to talk to
both the elderly and children. Each will offer a take on your project
WHAT YOULL NEED that can spur new thinking.
Pens, notebook

PARTICIPANTS 02 When you talk to an extreme, ask them how they would use your
Design team, people youre solution. Ask them if they use something similar now and how it does
designing for or does not suit their needs.

03 Select appropriate community contacts to help arrange meetings and


individual Interviews. Make sure youre talking to men and women. You
might even stumble across an extreme user in another context and
want to talk to them there.

04 Be sensitive to certain extremes when you Interview them. They may


often be left out of discussions like these so make them feel welcome
and let them know that their voices are critical to your research.

49
The Field Guide to Human-Centered Design

Extremes and Mainstreams

Though extreme users can spur all kinds of new


thinking, each specific project will dictate who you
should talk to. There are certain factors you should
always take into account, like gender, age, income
level, and social status. But make sure that your
particular challenge leads you to more nuanced
extremes. If youre working on delivering clean
water, youll want to talk with people who have to
travel especially long distances to get it, or perhaps
people who used to seek clean water but have
stopped. What constitutes an extreme user will
vary, but your commitment to talking with
them shouldnt.

50
Methods: Inspiration Phase

51
The Field Guide to Human-Centered Design

Immersion
Theres no better way to understand the people youre
designing for than by immersing yourself in their lives
and communities.

The Inspiration phase is dedicated to hearing the voices and understanding


the lives of the people youre designing for. The best route to gaining that
understanding is to talk to them in person, where they live, work, and lead
their lives. Once youre in-context, there are lots of ways to observe the people
youre designing for. Spend a day shadowing them, have them walk you
through how they make decisions, play fly on the wall and observe them as
they cook, socialize, visit the doctorwhatever is relevant to your challenge.

STEPS
TIME
Ideally a full week
01 As you Create a Project Plan (p. 34), budget enough time and money
to send team members into the eld to spend time with the people
DIFFICULTY youre designing for. Try to organize a homestay if possible.
Hard
02 Once youre there, observe as much as you can. Its crucial to record
WHAT YOULL NEED exactly what you see and hear. Its easy to interpret whats in front of
If youre going into the field youll
you before youve fully understood it, so be sure youre taking down
need travel and accommodation
concrete details and quotes alongside your impressions.
PARTICIPANTS
Design team, people youre 03 A great Immersion technique is to shadow a person youre designing
designing for for a day. Ask them all about their lives, how they make decisions,
watch them socialize, work, and relax.

04 If youve got a shorter window for Immersion, you can still learn a
lot by following someone for a few hours. Pay close attention to the
persons surroundings. You can learn a lot from them.

52
Methods: Inspiration Phase

Analogous Inspiration
To get a fresh perspective on your research, shift your
focus to a new context.

IDEO.org teams are often led by their intuition to take creative leaps. It may
feel silly to visit an Apple store when youre designing for those living in
difficult circumstances, but you may unlock the key to a memorable customer
experience or a compelling way to arrange products. Analogous settings can
help you isolate elements of an experience, interaction, or product, and then
apply them to whatever design challenge youre working on. Besides, getting
out from behind your desk and into a new situation is always a great way to
spur creative thinking.

STEPS
TIME
30-60 minutes
01 On a large sheet of paper, list the distinct activities, behaviors, and
emotions youre looking to research.
DIFFICULTY
Moderate 02 Next to each one, write down a setting or situation where you might
observe this activity, behavior, or emotion. For example, if the activity
WHAT YOULL NEED is use a device at the same time every day, parallel situations might
Pens, paper, camera
be how people use alarm clocks.
PARTICIPANTS
Design team, contact in the 03 Have the team vote on the site visits that they would like to observe
analogous setting for inspiration and arrange for an observation visit.

04 When you make your visit, pay close attention to what it is you want to
understand, but remain open to all kinds of other inspiration.

53
The Field Guide to Human-Centered Design

METHOD IN ACTION

Analogous Inspiration

As part of a three-month engagement to increase By the end of the project, the notion that visible
mobile money use in Ghana, IDEO.org partnered community could drive adoption was a key piece
with Tigo, a telecommunications company, and of the research, and it wouldnt have had the
the World Banks Consultative Group to Assist same depth if the design team hadnt dug into
the Poor (CGAP). The design teams goal was to other visible communities to understand what
help our partners improve their existing mobile makes them tick. As the teams research around
tools enabling both increased customer activity visible community got deeper, they came to see
and service adoption. Improving the reach of that evidence of participation, public displays of
these tools among low-income communities identity, and support from the community were
would provide better access to formal money keys to a successful solution.
management opportunities and reach those who
are typically unbanked. When youre identifying analogous examples,
try to drill down to your core insights. What
During the Inspiration phase, the team started to characteristics are you exploring? Instead of trying
hear a few ideas again and again. They realized to come up with one analogy to match everything
that for unbanked Ghanaians, there was quite that your design challenge encompasses, try
a bit of value for consumers in seeing a visible thinking about it in terms of its components.
community of users of whatever product or service
they designed.

As the team delved deeper into what visible


community meant, it sought analogous examples.
By examining other visible communities, like
Arsenal Football Club fans in England, Lyft drivers
in the United States, and Catholics celebrating Ash
Wednesday, the team fleshed out an insight that
ultimately drove the design.

54
Methods: Inspiration Phase

Arsenal Football Club fans (top), Catholics on Ash Wednesday (bottom right), and the American car service Lyft (bottom left) all
provided Analogous Inspiration for a team working to understand visible communities.

55
The Field Guide to Human-Centered Design

56
Methods: Inspiration Phase

Card Sort
This simple exercise will help you identify whats most
important to the people youre designing for.

A Card Sort is a quick and easy way to spark conversation about what matters
most to people. By putting a deck of cards, each with a word or single image,
in someones hands and then asking them to rank them in order of preference,
youll gain huge insight into what really counts. You can also use the Card Sort
exercise to start a deeper conversation about what a person values and why.

STEPS
TIME
30 minutes
01 Make your own deck of cards or use the cards provided in the
Resources section on p. 168. If youre making your own cards, use
DIFFICULTY either a word or a picture on each card. Whatever you select, make
Easy sure that its easy to understand. Pictures are a better choice if the
person doing the Card Sort speaks another language or cannot read.
WHAT YOULL NEED
Premade cards on p. 168 or your
own cards
02 When tailoring your deck of cards to your precise research
objectives, be sure that youre mixing concrete ideas with more
PARTICIPANTS abstract ones. You can learn a lot about how the person youre
Design team, person youre designing for understands the world by making this exercise more
designing for than just a simple ranking.

03 Now give the cards to the person youre designing for and ask her to
sort them according to whats most important.

04 There are a couple variations on this Method that work nicely: Instead
of asking the person youre designing for to rank the cards in order of
preference, ask her to arrange them as she sees t. The results might
surprise you. Another tweak is to pose different scenarios. Ask the
person youre designing for how she would sort the cards if she had
more money, if she were old, if she lived in a big city.

57
The Field Guide to Human-Centered Design

METHOD IN ACTION

Card Sort

While working in India on a solar energy project track. The chicken analogy also gave the team
with d.light, an IDEO.org design team set out to language to use to help talk about the benefit of the
design the next generation of solar-powered lights light in a subsequent communications strategy.
for rural, low-income communities. To prompt
people to think about their needs and experiences You can do a Card Sort with all kinds of cards, and
in a new way, the design team used an activity you neednt go as abstract as the animal cards if
called Card Sort. Card Sorts can be done in a they dont suit your needs. Try the sample cards in
number of different ways, and in this case the team the Resources section on p. 168 to get started. And
presented the community with a deck of cards feel free to tailor the deck to your own needs.
showing all different types of animals.

It may sound crazy at the outset, but the team came


to a key insight shortly after it laid out the animal
cards in front of a community member and then
asked, what animal does this solar light represent
to you?

Time and again, the team found that people


compared the solar lamp to a chicken or a cow. The
team quickly realized that chickens and cows are
considered great assets. Chickens keep producing
eggs and cows keep producing milk long after
you purchase them. Had community members
compared the light to an eagle or snake, the team
would have questioned whether it was the right
product for the market. But by coming to see that
people understood the value proposition of a solar-
powered light, they knew they were on the right

58
Methods: Inspiration Phase

By running a Card Sort, an IDEO.org team uncovered how this community in India thinks about solar lights.

59
The Field Guide to Human-Centered Design

Peers Observing Peers


Get a glimpse into the community youre designing for
by seeing how they document their own lives.

Youll be talking to a lot of people as part of the Inspiration phase, but learning
from the people youre designing for can also mean empowering them to do
some of the research themselves and then share back with you. You may
also find that social and gender dynamics, or research around a sensitive
subject, like sexual health for example, may limit how much the people youre
designing for are willing to tell you. By bringing the people youre designing
for in as partners in your research and giving them the tools to capture their
own attitudes and hopes, youll learn more than you ever could on your own.

STEPS
TIME
2-4 hours
01 There are a number of ways you can get a person youre designing
for to observe and document her peers and community. Start by
DIFFICULTY determining how you want to learn. It could be through Interviews
Moderate (p. 39), photos, Collages (p. 61), Card Sorts (p. 57), etc.

WHAT YOULL NEED 02 Outt the person youre designing for with what shell needa camera
Pens, paper, camera,
perhaps, art supplies, a notebook penand take her through the
art supplies
observation and reporting process.
PARTICIPANTS
Design team, person youre 03 Offer support throughout the observation and reporting process.
designing for Make certain that she knows that there is no right answer and that
you only want the honest opinions, hopes, and fears of the people she
talks to.

04 When shes done, collect what shes produced, but also be sure
to Interview her about how the process went. Youll want more than
just the facts, so be sure to nd out what surprised or inspired her,
how her opinions might have changed, and what she learned about
her peers.

60
Methods: Inspiration Phase

Collage
Having the people youre designing for make and
explain a collage can help you understand their values
and thought process.

Making things is a fantastic way to think things through, one that we use
at IDEO.org to unlock creativity and push ourselves to new and innovative
places. Getting the people youre designing for to make things can help you
understand how they think, what they value, and may surface unexpected
themes and needs. Collages are an easy, low-fidelity way to push people to
make something tangible and then to explain what it means to them.

STEPS
TIME
30-60 minutes
01 When you meet the people youre designing for, make sure you have
Collage supplies with you.
DIFFICULTY
Easy 02 Give the people youre designing for a prompt for their Collage.
Perhaps you ask them to make a Collage that represents taking control
WHAT YOULL NEED of their lives, their dream jobs, or how they think about their families.
Pens, paper, glue, magazines

PARTICIPANTS
03 When theyre nished, ask them to describe the Collage, what the
Design team, people youre various elements represent, and how it speaks to the prompt. Not
designing for only will you have a visual record of your research, but you can use the
Collage as a springboard to further conversation or to explore new
areas in your research.

61
The Field Guide to Human-Centered Design

METHOD IN ACTION

Collage

A team at IDEO.org was asked to help create a goes far beyond having access to modern
marketing strategy for a partner that sells health medicine. They told the team that any product
insurance through a mobile money platform in promoting better healthcare should consider what
rural Nigeria. The team wanted to co-design the makes a healthy lifestyle, not just a trip to the
messaging with its audience, but worried that doctors office.
explaining the service could get confusing. Most of
the audience had never heard of health insurance, This mentality of holistic health applied to the
much less mobile money. So the team decided to messaging the team provided as well. In particular
start with the most basic explanation and let the people were drawn to the phrase, invest in your
community help devise a campaign from there. health and strengthen your community. This
And they did it through an incredibly simple was because health insurance had an entirely
research tool: a Collage. different connotation than it often does in the
United States, instead of being perceived as
They asked 25 workshop participants to show them coverage for worst-case scenarios, many people
what community health looks like. The team thought of it as a community health pool that
picked the term community health because it an individual bought into, which everyone
felt like the ultimate goal of the service that they would eventually benefit from over time. This
wanted to market. Then they provided images, very conception of health insurance ended up
words, and magazines and told the participants at the center of the final marketing strategy.
simply to create something. Its something the team likely wouldnt have
discovered without this Collage exercise.
Going into this process, the team assumed that its
audience would want to see medical imagery like Here are a few good tricks to keep in mind when
doctors, clinics, and medicationsimages that youre having people Collage: Make sure that your
spoke to the credibly of the service. What surprised prompt is simple, yet evocative. Its also best if
them, however, was that community health was far the magazines theyre working with are full of
more nuanced in the minds of this group. People pictures, have some relevance to the topic you
were drawn to images of marketplaces, fruits and looking to learn more about, and are purchased
vegetables, exercise, families, and community locally. You can also print some key words or
events. When the team asked people to explain phrases if you want to test a particular message.
why they chose these images, they said that health

62
Methods: Inspiration Phase

The Collages this group made helped an IDEO.org team understand what community health means in rural Nigeria.

63
The Field Guide to Human-Centered Design

Guided Tour

N Taking a Guided Tour through the home or workplace


of the person youre designing for can reveal their
habits and values.

A Guided Tour is a great method to employ when youre in the field. Immersion
(p. 52) is one of the primary ways we learn about the people were designing
for at IDEO.org. Having one of them give you a Guided Tour of their home,
workplace, or daily activities will reveal not just the physical details of the
persons life, but the routines and habits that animate it.

STEPS
TIME
2-4 hours
01 Arrange with someone youre designing for to get a Guided Tour of her
home or workplace. Cultural and gender dynamics may come into play
DIFFICULTY when you visit someones home, so be sensitive to those issues and
Moderate make sure youve got full permission before your visit.

WHAT YOULL NEED 02 Come with just two team members, one to ask questions and the
Pens, paper, camera
other to take notes. Pay close attention to the space that youre
PARTICIPANTS visiting, the rituals you see there, whats on the walls, who uses it,
Design team, person youre and where its located. All are key pieces of information.
designing for
03 Only take photos if you can get permission.

04 Ask lots of questions about the persons habits and space. Why does
she do the things she does? Who uses the space? Where are things
kept? Why are things organized the way that they are?

64
Methods: Inspiration Phase

Draw It
Spur deeper and different kinds of conversations by
picking up a pen and paper and drawing.

Drawing is a great way to learn from the people youre designing for. Whether
its you with the pen or them, a quick sketch, a graph, or a timeline is a
fantastic way to bridge language barriers and keep a record of your research.
Drawing can also help the person youre designing for organize her thoughts
visually and spark ideas and conversation in a different way than talking. For
example, you may ask someone to draw everything they spend money on in a
week, or map out all the jobs theyve had, or show you the route they take to
their job.

STEPS
TIME
30 minutes
01 Make sure you have a pen and paper handy when talking with the people
youre designing for. Even a sheet torn out of your notebook works great.
DIFFICULTY
Easy 02 When you want the person youre designing for to draw something,
give them a clear idea of what youre after. A map of their daily route?
WHAT YOULL NEED A timeline of their annual income? What percentage of their elds are
Pens, notebook
dedicated to a certain crop?
PARTICIPANTS
Design team, person youre 03 The person youre designing for may feel intimidated or that shes not a
designing for good artist. Help her over that fear. Or be the one to draw rst so that she
doesnt feel embarrassed.

04 You can use the drawings as Conversation Starters (p. 45). This Method
can get you to a deeper understanding of the person youre designing for
so investigate what theyve drawn.

65
The Field Guide to Human-Centered Design

INSPIRATION SPOTLIGHT

In-Context Research
At IDEO.org, weve found that the best way to really I wasnt even on Instagram until this project,
build empathy with the people youre designing says designer Rafael Smith, a perfect example of
for is to immerse yourself in their worlds. So when how human-centered designers meet communities
one of our teams set out to design a mobile app to where they are. The team quickly moved on to
help the Chicago nonprofit Moneythink reinforce Kik, Snapchat, and others to fully grasp how these
good financial habits among low-income teens, teens use their phones and to help inform how they
our designers immediately packed their bags and might prototype their designs.
headed for Illinois.
By immersing themselves in the Moneythink
The design team started by attending the classes students livesboth physical and digitalthe
that Moneythink offers in a handful of Chicago team came to key insights. They noticed that
schools, talking with students, and interviewing money for these teens was highly socialit came
them about their personal finances, what kind of in on birthdays, for example, and flowed out while
tools they use, and how money flows in and out of in the company of friends. The team realized
their lives. that by adding a social component to the app (a la
Snapchat or Instagram) they could make what is
But in-context immersion means far more than meant to be a teaching tool feel far more relevant
attending class with the people youre designing and help drive toward better financial habits.
for. It means fully understanding and experiencing
the circumstances of their lives.

So the team toured the neighborhoods where


many of the Moneythink students live. It visited
check-cashing stores and prepaid mobile phone
stores to start to understand the kinds of financial
services on offer to this low-income community.
And perhaps most important when determining
what kind of app to design, the team immersed
itself in the social apps Moneythink students
use most. 66
Methods: Inspiration Phase

Resource Flow
By organizing and visualizing how a person or family
spends money, youll see how it comes in, goes out,
and opportunities for more efciency in the system.

A Resource Flow is an exercise you can try while youre conducting an


Interview (p. 39). It consists of listingor better, drawingevery asset that
comes into a household and how those assets are spent. Remember that
assets arent always money, so be sure to include livestock, seeds, labor, and
the like. Likewise, not every payment is perceived as such. Obligatory giving,
charity, and care for family members might not seem like a payment, but
should be considered.

STEPS
TIME
30 minutes
01 See if any of the people youre Interviewing want to draw. If so, let them.
If not you can do it as well.
DIFFICULTY
Easy 02 List or draw everything that brings money into the house. Remember that
assets may not always be currency.
WHAT YOULL NEED
Pens, Resource Flow worksheet p. 167 03 Now list or draw everything that takes money out of the household.
PARTICIPANTS
Design team, person youre
04 Start asking questions about what you see. Whats the most expensive
designing for thing he buys, what cant he live without, what is there never enough
money for? Have the person youre designing for rank both inputs and
outputs in terms of value. Find out how frequently money comes in and
goes out. Use the lists to get a full picture of their nances.

05 A nice additional step is to map these inputs and outputs on a calendar.


You might nd that money comes in all at once but has to be paid out bit
by bit. Or that though youre not talking to a farmer, her income may be
tied to an agricultural cycle.

67
The Field Guide to Human-Centered Design

METHOD IN ACTION

Resource Flow

When working with Arohana in Southern India and services that people deal with on a day-to-
to explore microfranchise opportunities, it was day basis, the team gained an accurate picture of
crucial for an IDEO.org design team to better farmers financial lives.
understand the financial lives of local farmers and
their communities. After using this activity and talking with a number
of farmers, the design team came to a number of
Arohana is a social enterprise that supports small- insights about the current state of rural agriculture
scale dairy producers by collecting their milk and micro business. For example, though many
and creating a stable market. When partnering initial conversations with farmers pointed to
with IDEO.org, the design team was asked to help tractors as the primary request when it came to
Arohana think about how they might expand farming equipment, it was found that they were far
services to clients beyond just dairy farming less economically feasible than smaller tools like
through an equipment leasing model. One major sprayers. The costs and profits of leasing smaller
goal of the project was to support rural women tools fit into a farmers Resource Flow without
in the adoption of more modern, mechanized straining it to the point of financial instability.
agricultural practices.
Use the Resource Flow worksheet on p. 167 to fill
On a visit to Thanjavur, India, the IDEO.org team out your own.
sought to learn as much as possible about the
financial awareness and decision making of local
farmers and their families through an exercise
called Resource Flow. In this exercise, they learned
what revenues a typical farmer would see and
then what their costs looked likefrom both
seasonal farming inputs, such as seeds or animal
feed, to monthly household costs, like school fees.
Sometimes the full picture went well beyond just
the farm, with family members bringing money
into the household from unexpected or informal
jobs as well. By taking the numbers out of the
equation and talking in terms of the real items

68
Methods: Inspiration Phase

Resource Flow

For Interviews:

What brings money in? Where does money go?

1 cow S c h o o l fe e s
2 pigs Tr a n s p o r t a t i o n
Medical bills
Sewing business
Seed
10 chickens
Fe r t i l i z e r
1 hectare maize Labor
0. 5 h e c t a r e p o t a t o A n i m a l fe e d
Sewing materials

69
The Field Guide to Human-Centered Design

70
Case Study: Vroom

Case Study: Vroom


A Human-Centered Take on
Early Childhood Development

Advances in neuroscience and child development conrm what


many educators have long believed: Childrens readiness for
kindergarten (and life beyond) hinges on positive engagement
with their parents and caregivers during the rst ve years of their
lives. This is the most active period for brain development, when
childrens brains form new connections at a rate of 700 synapses
per second. But as a society, America underinvests in children and
families during the earliest years, leaving far too much opportunity
on the table. For low-income parents, who may have lacked good
models themselves and may feel judged or blamed, much parenting
advice is unattainable.

The Bezos Family Foundation and IDEO.org set out to activate


engagement through new tools and messages, and to broaden the
prescription beyond commonly heard (but not uniformly embraced)
directives about reading to children. Could there be a way to
communicate brain science directly to parents in ways that positively
inuence behavior, and raises the value of all forms of positive
interaction with babies and toddlers?

71
The Field Guide to Human-Centered Design

DESIGN TEAM THE OUTCOME


2 IDEO.org designers After extensive interviews with parents, child development experts, and
pediatricians around the country, the IDEO.org team developed a large-scale
PARTNERS
Bezos Family Foundation messaging campaign celebrating everyday moments as learning opportunities.
Whether sitting in the laundromat or shopping at the supermarket, the
TIMELINE fundamental message was that taking advantage of the many chances to engage
Design phase 14 weeks; to Vroom with a child strengthens the foundation of that childs brain development. The
launch 3 years
Bezos Family Foundation built upon our design teams key insights, further
LOCATION developed them, and in the spring of 2014, launched Vroom. Vroom advocates
Across the USA for the time parents do have and using it in different ways to help build their
kids brains.

INSPIRATION
The IDEO.org team undertook a highly immersive Inspiration phase, visiting
low-income communities in California, New York, and Pennsylvania to
conduct interviews with parents and to observe existing programs aimed
at improving child development outcomes. The team learned that many of
the parents they met had very tough upbringings. These parents didnt feel
fully equipped to engage with their children, because their own parents may
not have engaged with them. One of the most successful programs the team
witnessed during their research was one in which nurses went into peoples
homes for several hours each week simply to play with the children in front of
the parents. By modeling play, they were able to affect behavior change and
shift the parent-child dynamic.
Interviews with child development experts and pediatricians tended
to reinforce the direct findings: If parenting advice is limited to reading
books, those who dont feel comfortable reading aloud may forego all forms
of engagement. One pediatrician in New York argued outright that playing,
talking to, and responding to children even trumps reading.

72
Case Study: Vroom

IDEATION
When field research was complete, the team returned to San Francisco to
synthesize its findings and look for patterns among the interviews. As they
synthesized everything they learned, the team began to formulate a voice,
identity, and set of design principles for the campaign. They came to some core
principles that still guide Vroom today, ideas like speak in the voice of their
peers, withhold judgment, and all parents want to be good parents.
The team came up with a series of personas, each of them representing a
woman from the communities being served, then invited mothers to the office
to review mood boards, listen to sample voices, and provide feedback on which
character theyd trust for advice on child-rearing.
From this feedback period, the team discovered that most parents, though
they werent drawn to an academic approach to engaging their children,
were very interested in the science behind behavior and brain development.
Through a host of interviews, the team heard parents talking about a eureka
moment after meeting with a neurologist who explained how the science
worked. It was a revelation that had a big impact on how they saw their role in
bringing up their children.

IMPLEMENTATION
By the end of the Inspiration and Ideation phases, the IDEO.org team had
created a strong, well-defined creative brief that could be handed to an
advertising agency and used as the foundation for a major campaign. They
came up with provocations and prompts for people to play with their kids as
well as an advertising strategy that included guerrilla interventions displayed
in laundromats instead of on big billboards. After another couple years of
refinement and more design work, the Bezos Family Foundation launched the
pilot of Vroom in 2014 in King County, Washington.

73

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