Husk, at design og designtænkning er et dynamisk område, og at nye termer og metoder kan dukke op med tiden.
Affinity Diagram: A method of organizing and visually categorizing large amounts of data or ideas to identify patterns and relationships.
Assumption Testing: Identifying and validating key assumptions underlying a design or solution to reduce risk and improve decision-making.
Blue Sky Thinking: Unconstrained and creative brainstorming without limitations, encouraging wild and innovative ideas.
Bodystorming: A technique where participants physically act out scenarios to better understand user interactions and experiences in a given context.
Card Sorting: A method where participants organize information into categories, helping designers understand user mental models and preferences.
Concept Testing: Presenting prototypes or concepts to users for feedback to gauge their reactions and preferences before further development.
Contextual Design: A user-centred design method that focuses on understanding the context in which a product will be used, including the physical and social environment.
Contextual Inquiry: Observing and interviewing users in their natural environment to gain a deep understanding of their behaviours, needs, and challenges.
Crazy 8s: A rapid sketching exercise where participants generate eight sketches in eight minutes, fostering quick and diverse ideation.
Design Challenge: A clearly defined problem or question that designers aim to address through the application of Design Thinking principles and methods.
Design Criteria: Clearly defined standards and requirements that guide the design process and help evaluate potential solutions.
Design Fiction: A speculative design approach that uses fictional scenarios to explore and envision potential future products, services, or experiences.
Design Language: A consistent visual and functional vocabulary used across a product or brand to create a cohesive and recognizable user experience.
Design Principles: Fundamental guidelines that inform design decisions and ensure consistency, usability, and a positive user experience.
Design Research: The systematic study of users and their behaviours, needs, and preferences to inform the design process.
Design Sprint: A time-boxed, structured process for solving problems and testing solutions in a short period, usually within a week.
Divergent Thinking: The process of generating a wide variety of ideas and possibilities, encouraging creative exploration and avoiding premature convergence.
Empathy: The ability to understand and share the feelings of another person, crucial in Design Thinking for gaining insights into users' needs.
Experience Mapping: Visualizing and understanding a user's journey through a product or service to identify pain points and opportunities for improvement.
Feedback Loop: The continuous process of gathering input, making adjustments, and iterating based on feedback received from users or stakeholders.
Gamification: The application of game elements, such as points, rewards, and challenges, in non-game contexts to enhance user engagement and motivation.
Heuristic Evaluation: A method where experts evaluate a user interface for usability issues based on a set of established principles or heuristics.
Human-Centered Design (HCD): A broader design approach that focuses on creating solutions that are not only user-friendly but also consider the broader social and environmental context.
Hypothesis-driven Design: A design approach that involves formulating hypotheses about user behavior and preferences and then testing these hypotheses through prototyping and testing.
Idea Box: A physical or digital repository for collecting and organizing ideas from team members, encouraging continuous contributions.
Ideation: The creative process of generating a multitude of ideas, typically in a collaborative and open environment.
Iteration: The process of refining and improving a design based on feedback and testing, often involving multiple cycles of prototyping.
Inclusive Design: Designing products and services that are accessible and usable by people of all abilities, ensuring inclusivity and diversity.
Kano Model: A framework for prioritizing and categorizing customer needs and preferences into essential, performance, and delight features.
Minimum Viable Product (MVP): The simplest version of a product that includes only essential features, allowing for quick testing and validation.
Mind Mapping: A visual representation of ideas, concepts, and relationships, often used in the ideation phase to explore and organize thoughts.
Mindful Design: Integrating mindfulness principles into the design process to enhance creativity, focus, and awareness of the present moment.
Mood Boards: Visual collages that represent the aesthetic and emotional aspects of a design, helping to convey the intended look and feel.
Parallel Prototyping: Creating multiple design prototypes concurrently to explore different ideas and concepts in parallel before converging on a final solution.
Persona: A fictional character created to represent a user type, helping designers empathize with and understand the needs of specific user groups.
Prototyping: The creation of low-fidelity representations of a product or solution to test and validate ideas before investing in full-scale development.
Rapid Prototyping: Quickly creating and testing simplified versions of a product or solution to gather feedback and make iterative improvements.
Role Playing: Actively assuming the perspectives and behaviours of potential users to gain deeper insights into their needs and experiences.
SCAMPER: A mnemonic that stands for Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, and Reverse. It's a technique for idea generation and product improvement.
Service Design: A holistic approach to designing and improving services, considering the entire service ecosystem and user journey.
Sketching: The practice of creating quick and informal drawings to explore ideas, communicate concepts, and iterate on design solutions.
Stakeholder Mapping: Identifying and analysing the various individuals or groups with an interest in or influence over a project, considering their perspectives and needs.
Storyboarding: A visual representation of a user's experience with a product or service, often presented in a sequence of illustrated frames.
SWOT Analysis: Evaluating the Strengths, Weaknesses, Opportunities, and Threats related to a project or idea to inform strategic decision-making.
Synthesis: The process of distilling and integrating insights gathered from research and ideation into meaningful design principles or solutions.
Tangible Interface: An interface that allows users to interact with digital information through physical objects or touch-based interactions.
The 5 Whys: A technique for identifying the root cause of a problem by asking "why" repeatedly, helping to uncover underlying issues.
User-Centered Design (UCD): An approach that prioritizes the end user's needs, preferences, and experiences throughout the design process.
Usability Heuristics: A set of recognized usability principles or guidelines that designers can use to evaluate the effectiveness and efficiency of a user interface.
Usability Testing: The evaluation of a product or prototype by real users to assess its user-friendliness and identify areas for improvement.
Value Proposition: A clear statement that communicates the unique value a product or service provides to its users and differentiates it from competitors.
Visualization Techniques: Using visual tools such as diagrams, charts, and sketches to communicate complex ideas and facilitate collaboration within multidisciplinary teams.
Wireframing: Creating low-fidelity representations of a user interface to outline the basic structure and layout before moving on to higher-fidelity design.
Wizard of Oz Prototyping: Simulating the functionality of a product, often through human intervention, to test user reactions before investing in full development.
Xtreme Programming (XP): An agile software development methodology that emphasizes frequent releases, collaboration, and adaptability in the development process.
Yield Curve: A visualization that represents the user's emotional journey or experience over time, helping designers understand and address emotional needs.
Zoom-In, Zoom-Out: A technique that involves examining a problem or solution at different levels of detail, allowing designers to understand both the big picture and specific details.
Congratulations |
Exercise | Result | Your answer | Correct answer |