abstract concepts, 31–37
acuity, visual, 16–17
affinities and psychological profiles, 141–143
AI Winter, 196
analyzing dreams, 55, 59–60, 131–133
analyzing user research. See Post-It note categorization method
analyzing word frequency, 96–97
appeal (form of emotion), 130–131, 161–163, 175
Ariely, Dan, 57
artifacts (what researchers notice), 68
artificial intelligence
artificial neural networks, 197–199
background information, 196–197
recommendations for, 202
statistical learning, 197–199
Assistant app (Google), 198
assumptions
challenging internal, 155–156
contextual interviews and, 71, 81
empathy research and, 65–66
attention. See vision, attention, and automaticity
audience segmentation
case study, Millennial money, 152–154
case study, trust in credit, 154
challenging internal assumptions, 155–156
creating, 77–78, 113, 141, 152–154
emotion and, 147–148
empathy research and, 155–158
finding the dimensions, 152–155
identifying, 117
language and, 143–146
psychographic profiles, 131–132, 141–143
recommendations for, 160
wayfinding and, 149–151
augmented reality (AR), 24
automaticity. See vision, attention, and automaticity
awaken (form of emotion), 130–131, 165–166, 175
behaviors, unconscious, 12–14, 64, 70
blockers (problems), 52–53
boundary extension, 35–36
brain
artificial intelligence and, 196–198
spatial information and, 19–21
too much information, 56–57
what information/pathway, 9–10, 69–70
where information/pathway, 9–10, 21–22, 28–29
Buxton, Bill, 178
Cancer.gov website, 45
case studies
adventure race, 133–135
auction website, 90–91
builders, 167–169
coupons, 127
credit card theft, 131
distracted movie watching, 109–110
ecommerce payment, 122–123
high-net-worth individuals, 169–170
Institute of Museum and Library Services, 101
let’s just build it!, 178–179
Mad Men and women, 135–136
medical terms, 97–98
Millennial money, 152–154
producing products vs. managing business, 112
psychographic profile, 131–132
search terms, 105
security department, 87–88
shopping mall, 104–105
tax code, 113
teacher timeline, 123–124
timeline of researcher’s story, 118–119
trust in credit, 154
website hierarchy, 89–90
chess game, 48–49
Chipchase, Jan, 65
“Cognition and Emotion” (LeDoux), 57
communication (what researchers notice), 68
comparable testing, 182–183
competitors, testing with, 182–183
contextual inquiry
case study, adventure, 133–135
case study, Mad Men and women, 135–136
case study, timeline of a researcher’s story, 118–119
clean slate mentality and, 155
empathy research and, 186–189
prototyping and testing, 179–183
wayfinding and, 106–107
contextual interviews. See also Post-It note categorization method
common questions, 74–75
empathy research and, 63, 67–68
identifying nuanced behaviors, 64, 70–71
memory and “in the moment”, 64, 81
reasons for choosing, 63–65
recommended approach for, 70–74
recording, 96
uncovering semantic representations in, 46
understanding user needs, 65–70
watching superusers, 64
what researchers notice, 68
contrast, visual popout and, 14
convergent thinking, 173–174
Cool Hunting website, 161
current state (problem solving), 48, 122
customer journey, 122, 124–125, 127, 191–193
customers. See user research
data-to-insights process. See Post-It note categorization method
decision making
additional information, 47
appeal form of emotion and, 162–163
awaken form of emotion and, 166
case study, coupons, 127
case study, ecommerce payment, 122–123
case study, teacher timeline, 123–124
customer journey and, 122, 124–125, 127, 191–193
drivers for, 58–59
emotion and, 55–60
empathy in design decisions, 189
enhance form of emotion and, 164
irrationality in, 57–58
just-in-time needs, 122–124
machine learning/artificial intelligence and, 201–202
Post-It note categorization method, 75, 79–81, 124–127, 153
problem solving, 47–54
questions regarding customers, 61, 121
See/Feel/Say/Do chart and, 158
too much information and, 56–57
Define phase (Double Diamond process), 174–175
Deliver phase (Double Diamond process), 175
design thinking
decision making in, 189–190
empathy research and, 63, 65, 164, 186
learning while making, 177–179
Develop phase (Double Diamond process), 175
dimensions (Six Minds). See Six Minds of Experience
Discover phase (Double Diamond process), 174–175
divergent thinking, 173–174
diversity of mental models, 39
Double Diamond process, 173–177
dreams, analyzing, 55, 59–60, 131–133
emotion
appeal form of, 130–131, 161–163, 175
audience segmentation and, 147–148
awaken form of, 130–131, 165–166, 175
case study, adventure race, 133–135
case study, builders, 168
case study, credit card theft, 131
case study, high-net-worth individuals, 169–170
case study, Mad Men and women, 135–136
case study, psychographic profile, 131–132
customer desires, goals, fears, 55, 59–60, 131–133
decision making drivers, 58–59
empathy in design decisions, 189
enhance form of, 130–131, 163–165, 175
getting the zeitgeist, 133–135
machine learning/artificial intelligence and, 202
portraits of, 55–56
Post-It note categorization method, 76, 79–81, 136–138, 147–148, 153
questions regarding customers, 62, 129
satisficing and, 55–56, 58–59, 135–136
See/Feel/Say/Do chart and, 158
too much information and, 56–57
empathy research
audience segmentation and, 155–158
contextual inquiry and, 186–189
contextual interviews and, 63, 67–68
design thinking and, 63, 65, 164, 186
discovering what vs. why, 69–70
leaving assumptions at the door, 65–66
on multiple levels, 186–189
what researchers notice, 68
enhance (form of emotion), 130–131, 163–165, 175
Escape Room adventure game, 48, 52
evidence-based decision making, 178, 189–190
experience. See Six Minds of Experience
experts
language and, 44–45, 96–98, 143–146
problem solving and, 49–53
eye movement and tracking (saccades)
eye tracking devices, 84–89, 89–90
null result, 15
unconscious behaviors, 12–14
virtual space response delays, 27–28
visual acuity, 16–17
visual popout, 14–15
Facebook Torch, 197
“fail fast, fail often” approach, 173
fast thinking (automatic processes), 11–12, 24–25, 56
fears (customers), 55, 59–60, 131–133
focus groups, 63
framing problems differently, 49–52
F-shaped eye search pattern, 13–14
Gallistel, Randy, 19
goals (customer), 55, 59–60, 122, 131–133
goal state (problem solving), 48, 122
GOOB (Get Out Of Building), 186
Google products
Assistant app, 198
Home assistant, 28
TensorFlow software library, 197
“happy hour” concept, 37
high-fidelity prototypes, 180–181, 190
Home assistant (Google), 28
Hound app (SoundHound), 198
Human-Centered Design Toolkit (IDEO), 65
icons, 16
innovation, 176–177
in-person investigations. See contextual interviews
in-situ prototyping, 181
Instagram social media platform, 16
interfaces
observing user interactions, 25–28, 104–106
voice-activated, 28–29, 198–200
interruptions (what researchers notice), 68
interviews. See contextual interviews
“in the moment” and memory, 64, 81
irrationality in decision making, 57–58
Kaplan, Craig, 50
language
appeal form of emotion and, 162
audience segmentation and, 143–146
case study, builders, 168
case study, high-net-worth individuals, 170
case study, Institute of Museum and Library Services, 101
case study, medical terms, 97–98
communication difficulties, 42–44, 49
Double Diamond process and, 176
empathy in design decisions, 188
machine learning/artificial intelligence and, 201
Post-It note categorization method, 75, 79–81, 98–101, 143–146, 153
questions regarding customers, 61
reading between the lines, 96–98
recording interviews, 96
revealing level of expertise, 44–45, 96–98, 143–146
See/Feel/Say/Do chart and, 158–159
semantic concepts and, 41
uncovering semantic representations in interviews, 46
word frequency analysis, 96–97
Lean Startup methodology, 186
learning-while-making phase, 177–179
LeDoux, Joseph, 57
LifeHacker website, 163
machine learning (ML), 200–202
market research. See user research
McClelland, James, 197
MedlinePlus website, 97–98
memory
abstract concepts, 31–34
awaken form of emotion and, 166
boundary extension, 35–36
case study, producing products vs. managing business, 112
case study, tax code, 113
case study, timeline of researcher’s story, 118–119
Double Diamond process and, 176
empathy in design decisions, 188
enhance form of emotion and, 164–165
expectations and, 5, 36–37, 39, 106–107
machine learning/artificial intelligence and, 201
meanings in the mind, 112–113
Post-It note categorization method, 75, 79–81, 114–116, 154
questions regarding customers, 61, 111
See/Feel/Say/Do chart and, 159–160
trash talk experiment, 33–36
understanding mental models, 38–39
mental models, 38–39
Minsky, Marvin, 196
mock-ups, 189–190
motion, visual popout and, 14
Mural tool, 75
mutilated checkerboard problem, 50–52
navigational cues
observing user interactions, 25–28, 104–106
physical vs. virtual space, 24–25
voice interfaces and, 28–29
neural networks, artificial, 197–199
Newell, Alan, 196–197
novices
language and, 44–45, 96–98, 143–146
problem solving and, 49–53
null result in eye tracking, 15
The Organization of Learning (Gallistel), 19
parallel distributed process (PDP), 197
PayPal (company), 186–191
physical space, wayfinding in, 21–29, 104–107
Pinterest social media platform, 24
popout, visual, 14–15
Post-It note categorization method
affinities and psychological profiles, 141–143
analysis exercise, 78–82
creating audience segmentation, 77–78, 152–154
decision making category, 75, 79–81, 124–127, 153
emotion category, 76, 79–81, 136–138, 147–148, 153
language category, 75, 79–81, 98–101, 143–146, 153
looking for trends across participants, 77–78
memory category, 75, 79–81, 114–116, 154
organizing participant findings, 76–77
reviewing and writing down observations, 75–76
vision category, 75, 79–81, 91–94
wayfinding category, 75, 79–81, 107–109, 149–151, 154
Predictably Irrational (Ariely), 57
problem solving
building subgoals, 48–49, 52–53, 122
case study, builders, 167
defining problem, 48–49
Double Diamond process and, 177
framing problems differently, 49–52
machine learning/artificial intelligence and, 201–202
matching audience perception of virtual space, 28
mutilated checkerboard problem, 50–52
resolving problems, 52
psychographic profiles, 131–132, 141–143
questions regarding customers
contextual interviews, 74–75
questioning existing assumptions, 71, 81
vision, attention, and automaticity, 61, 83–84, 90
RealTimeBoard tool, 75
redefining the problem space, 49–52
risk aversity, 57
Rumelhart, David, 197
saccades. See eye movement and tracking
satisficing, 55–56, 58–59, 135–136
See/Feel/Say/Do chart, 156–159
semantics. See also memory
about, 41
considering customer associations, 111–119
mental models and, 38–39
semantic map, 42
stereotypes and, 36
uncovering representations in interviews, 46
Simon, Herbert, 50, 56, 177, 196–197
Six Million Dollar Man (TV show), 195
Six Minds of Experience
affinities and psychological profiles, 141–143
data-to-insights process. See Post-It note categorization method
decision making. See decision making
Double Diamond process and, 173–177
emotion. See emotion
finding the dimensions, 152–155
language. See language
learning-while-making phase, 177–179
memory. See memory
user research considerations, 61–62
vision, attention, and automaticity. See vision, attention, and automaticity
wayfinding. See wayfinding
Sketching User Experiences (Buxton), 178
slow thinking (conscious processes), 11–12, 56
Snapchat social media platform, 23
sophistication of language usage, 96–98
“stalking with permission”. See contextual interviews
statistical learning, 197–199
stereotypes, 31–32, 36–37, 112–113
sticky notes. See Post-It note categorization method
subgoals in problem solving, 48–49, 52–53, 122
“succeed fast, succeed often” approach
about, 173
design thinking and, 177–179
Double Diamond process, 173–177
prototyping and testing, 179–183
recommendations, 183
superusers, 64
TensorFlow software library (Google), 197
testing
interfaces to reveal metaphors for interaction, 25–28
prototyping and, 179–183
visual elements for correct identification, 16
Thinking, Fast and Slow (Kahneman), 11, 56
Tobii eye tracking technology, 13
too much information, 56–57
Torch (Facebook), 197
touchscreen tests, 25–28
Tunisian ants in the desert, 19–21
Turing, Alan, 196–197
Turing test, 196
Tversky, Amos, 47
unconscious behaviors, 12–14, 64, 70
usability test findings, 69–70
user research
analyzing. See Post-It note categorization method
appeal form of emotion and, 130–131, 161–163
awaken form of emotion and, 130–131, 165–166
case study, builders, 167–169
case study, high-net-worth individuals, 169–170
case study, let’s just build it!, 178–179
choosing contextual interviews, 63–65
common questions, 74–75
empathy research, 65–70
enhance form of emotion and, 130–131, 163–165
getting to deep desires, goals, and fears, 55, 59–60, 131–133
recommendations for, 70–74, 171
Six Minds considerations, 61–62
virtual reality (VR), 24
virtual space, wayfinding in, 21–29, 104–107
vision, attention, and automaticity
appeal form of emotion and, 162
case study, auction website, 90–91
case study, builders, 167
case study, high-net-worth individuals, 169
case study, security department, 87–88
case study, website hierarchy, 89–90
Double Diamond process and, 175
empathy in design decisions, 187
eye tracking. See eye movement and tracking
machine learning/artificial intelligence and, 200–201
null result, 15
Post-It note categorization method, 75, 79–81, 91–94
questions regarding customers, 61, 83–84, 90
See/Feel/Say/Do chart and, 158
testing visual elements, 16
unconscious behaviors, 12–14
visual acuity, 16–17
visual popout, 14–15
voice-activated interfaces, 28–29, 198–200
Voltaire (writer), 41
wayfinding
audience segmentation and, 149–151
case study, distracted movie watching, 109–110
case study, search terms, 105
case study, shopping mall, 104–105
Double Diamond process and, 176
empathy in design decisions, 188
expectations and, 24–25, 106–107
machine learning/artificial intelligence and, 201
“not good with directions” and, 21
observing user interactions, 25–28, 104–106
physical versus virtual space, 21–29
Post-It note categorization method, 75, 79–81, 107–109, 149–151, 154
questions regarding customers, 61, 103
See/Feel/Say/Do chart and, 159
Tunisian ants in the desert, 19–21
voice-activated interfaces, 28–29
where information and, 21–22, 28–29, 104–105
“weekend” case study, 38–39
what information/pathway (brain), 9–10, 69–70
where information/pathway (brain), 9–10, 21–22, 28–29, 104–105
why information, 69–70
Williams Sonoma (company), 50
Wizard of Oz prototype, 181
word frequency analysis, 96–97
zeitgeist, 133–135
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