18F Design Methods
My friend, Dug, has archived it here.
Exercises
Core activities to drive collaboration and results.
18F - Archetypes
Archetypes are user representations based on research. They synthesize qualitative data into actionable profiles. Unlike assumption-based personas, ar...
18F - Coding Qualitative Data
Coding qualitative data helps teams find patterns in research. This 90-minute exercise moves teams from raw data to structured insights. Participants ...
18F - Cognitive Walkthrough
Cognitive Walkthrough is a usability evaluation method. Evaluators step through tasks as a user would. It focuses on the actions users take to accompl...
18F - Comparative Analysis
Comparative Analysis systematically reviews existing products, services, or experiences that address similar user needs. This exercise analyzes user e...
18F - Content Audit
A Content Audit is a thorough inventory and analysis of all content users encounter on a website or within a product. This exercise catalogs pages, do...
18F - Content Highlighter Testing
Content Highlighter Testing is a fast usability method. Users highlight text, marking clear parts in one color and confusing parts in another. This ex...
18F - Design Hypothesis
Turn your work into a testable hypothesis. This focuses effort on achieving specific goals. It shifts thinking from just building to ensuring impact.
18F - Design Pattern Library
A Design Pattern Library is a collection of reusable UI components. It's the foundation of a design system. This exercise helps teams identify pattern...
18F - Design Studio
This exercise, from 18F, gets everyone designing together, regardless of role or drawing skills. It turns abstract ideas into visuals teams can discus...
18F - Dot Voting
Dot voting is a fast way to make decisions democratically. It cuts through endless debate. People vote with dots to show what matters most. This revea...
18F - Heuristic Evaluation
Heuristic Evaluation finds usability issues fast. Experts review an interface against usability principles. Teams use Nielsen's heuristics or custom c...
18F - Hopes And Fears
Hopes and Fears surfaces team expectations and concerns. Use it at project kickoff or during major transitions. Participants write down their hopes (d...
18F - Interface Audit
An Interface Audit is a systematic review of a digital product's visual and interactive elements. This 180-minute exercise catalogs styles, colors, ic...
18F - KJ Method
Participants list individual priorities on cards, then organize and prioritize them as a group through voting. This exercise helps find consensus, esp...
18F - Lean Coffee
Lean Coffee is a meeting format that democratizes discussion. Participants write topics, vote to prioritize, and discuss in timeboxes. This ensures me...
18F - Mental Modeling
Mental modeling visually represents how users think about a domain or system. This 90-minute exercise maps user knowledge against designs to find gaps...
18F - Multivariate Testing
Multivariate testing helps you discover the most effective combination of page elements. Unlike A/B testing, which focuses on single-element variation...
18F - Prototyping
Prototyping makes ideas tangible. Test these representations with users before development. This 240-minute exercise covers prototype fidelity, from p...
18F - Stakeholder And User Interviews
Stakeholder and user interviews are semi-structured conversations. Talk to people with direct knowledge of your project. Unlike surveys, interviews al...
18F - Stakeholder Influence Mapping
Stakeholder Influence Mapping visually represents people affecting your project's success. It positions them by power and interest. This 45-minute exe...
18F - Usability Testing
Observe users interacting with a product or service, asking them to verbalize their thoughts aloud. This reveals friction points and unexpected uses.
18F - Visual Preference Testing
Style Tiles help you get feedback on a solution's visual direction. It's a great way to validate designs with real users.
18F - Wireframing
Wireframing translates strategy into interface blueprints. In this 180-minute exercise, teams focus on structure and user flow, avoiding visual design...
18F-Design Principles
Design principles guide product development decisions. In this 2-hour exercise, teams create memorable, actionable statements like "Earn people's trus...
18F-Five Whys
The "Five Whys" exercise identifies the real causes of problems, not just the surface symptoms. By repeatedly asking "Why?" (at least five times), tea...
18F-Journey Mapping
Journey mapping visualizes a user's end-to-end experience with a product or service. It captures actions, thoughts, emotions, and pain points across a...
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Recent Comments (3)
This workshop was incredibly effective for our remote team! We adapted it slightly for a virtual setting and it worked wonderfully. The key was breaking into smaller breakout rooms.
Great resource! One tip: prepare all materials the day before to avoid any last-minute rushes.
Used this for our quarterly planning session. The structured approach really helped us stay on track!