Research for Designers
Research helps designers make decisions with evidence instead of guesses.
By the end of today, students can…
Ask
a useful question about a design problem.
Choose
a reasonable way to gather evidence for that question.
Prioritize
what a designer needs to know first.
Guess
“I think the holder should be about this big.”
Evidence
“I measured the item. It is 12 cm long, so the holder must support at least that length.”
A useful piece of research should help you make a later design decision.
ASK
Interview or question a user.
OBSERVE
Watch a user, object, or situation.
MEASURE / TEST
Collect dimensions or simple performance data.
LOOK UP
Use books, teacher-selected sources, or reliable references.
Less useful right now
“What is the coolest color?”
More useful
“How wide is the item the solution must hold?”
Specific
Can we tell what information we need?
Useful
Will the answer affect a design decision?
Possible
Can we reasonably gather the evidence?
Sort questions by priority.
Loose sticky notes often become bent or scattered on a shared classroom table. A simple tabletop solution could help keep a small stack together and easy to use.
Information needed before making useful ideas.
Useful information, but not the first priority.
Interesting, but unlikely to guide the core solution now.
For each useful question, choose a way to find out.
Finish one sentence.
Next lesson
Students launch the Classroom Solution Mini-Challenge and generate several possible ideas.