HCI Methods · Design + Evaluation

Affinity diagramming (or the KJ method) is a technique used to externalize, make sense of, and organize large amounts of unstructured, far-ranging, and seemingly dissimilar qualitative data. Common uses of affinity diagramming include analyzing contextual inquiry data, clustering user attributes into profiles or requirements, problem framing and idea generation, and prioritizing issues in usability tests.
Our affinity diagramming process for prototype evaluations consists of four stages. First, when creating notes, we embrace the affordances of paper by producing handwritten sticky notes. Second, when clustering notes, we invite team members to go through each other’s notes in sequence, to avoid ownership issues and to create a better understanding of the context when an observation of use is made. Third, in walking the wall, we take advantage of color-coded sticky notes to check at a glance if enough people have raised an issue. Finally, in documentation, we pick relevant user quotes and count notes to communicate and quantify our main findings.
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Using Affinity Diagrams to Evaluate Interactive Prototypes
Andrés Lucero
INTERACT '15, 231-2488
Design Cards

Design cards are a low-tech, tangible, and approachable way to introduce information and sources of inspiration as part of the design process. Cards are instantly recognizable to most participants, meaning that they can serve as shared objects between diverse groups of participants. The tangible and manifest nature of design cards furthermore enable them to function as props that encourage and support design moves in a manner visible to all participants, and they are open to ongoing reconfiguration and manipulation in a very straightforward manner.
Design cards can support different phases of a design process, from initial ideation through ongoing concept development towards evaluation of design concepts. Design cards work in collaborative design because they act as tangible idea containers, support combinatorial creativity, and enable collaboration.
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Designing with Cards
Andrés Lucero, Peter Dalsgaard, Kim Halskov, Jacob Buur
Collaboration in Creative Design (2016), Springer, 75-95 -
How Probes Inform and Influence the Design Process
Andrés Lucero, Tatiana Lashina, Elmo Diederiks, Tuuli Mattelmäki
DPPI '07, 377-391 -
Probing - Two Perspectives to Participation
Tuuli Mattelmäki, Andrés Lucero, Jung-Joo Lee
Collaboration in Creative Design (2016), Springer, 33-51 -
MixedNotes: a digital tool to prepare physical notes for affinity diagramming
Tero Jokela, Andrés Lucero
AcademicMindTrek '14, 3-6 -
Professional Probes: A Pleasurable Little Extra for the Participant's Work
Andrés Lucero, Tuuli Mattelmäki
IASTED-HCI 2007, 170-176 -
Probing the Need for Mobile Technologies for Designers
Julio Muñoz, Andrés Lucero, Dzmitry Aliakseyeu
IASTED-HCI 2007, 244-249
Design Probes

Probing (introduced as Cultural Probes) is a form of exploratory and design-oriented self-documentation method. Design probes are collections of evocative tasks meant to elicit inspirational responses from people – not comprehensive information about them, but fragmentary clues about their lives and thoughts.
An aesthetically well-designed probe kit is given to volunteers, who then complete the assignments and send them back to the researchers. The contents of the probe kit differ from one design or research project to another, but the assignments and materials typically are purposefully ambiguous, trying to stimulate the mind of the participants and capture their experiences.