methodatlas
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Criterion
Paper illustration of a participant using a prototype while an observer takes notes beside a highlighted usability issue.
UX Research
Usability Testing
A paper-based illustration representing Design Sprint with its core stages and visible working result.
Innovation
Design Sprint
Paper illustration of a calm four-quadrant Assumption Map with hypothesis cards and emphasis on important assumptions with little evidence.
Product Discovery
Assumption Mapping
Purposedifferent
When a product is built but people get stuck on tasks, usability testing shows the friction at concrete points. Observed use instead of self-report makes visible where orientation, understanding, or interaction breaks down.When the product question is unclear and time pressure is high, the method takes a team from an open idea to a testable solution. It connects problem understanding, decision, and learning in one compact format, lowering the risk of spending a lot of energy on a mere guess.When assumptions still sit unordered in the room, it weighs uncertainty against leverage. It makes visible which hypotheses should be checked first.
Complexitydifferent
MediumHighMedium
Timedifferent
1-2 h je Session4-5 Tage45-60 min
Participantsdifferent
Based on research question5-82-8
Formatdifferent
Workshop + asyncWorkshopWorkshop + async
Outputdifferent
Usability Issues, Severity List, RecommendationsPrototype, Test Findings, Decision RationaleAssumption map, Test backlog, Risk ranking
Tags1 shared
ValidationUXPrototype
Design sprintPrototypeValidationInnovation
AssumptionsRiskExperimentsValidation
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Methods with strong topical overlap with the current selection, not yet in the comparison.

Paper illustration of Riskiest Assumption Test with a method-specific labelled workspace.
Product Discovery
Riskiest Assumption Test
Paper illustration of an assumption matrix with prioritized test cards
Decision Making
Assumption Surfacing
Design Thinking as a learning loop: an observation notebook, a focused problem statement, different idea sketches, a cardboard prototype and user-test notes. Feedback leads to new understanding.
Innovation
Design Thinking