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| Criterion | ![]() UX Research Usability Testing | ![]() Innovation Design Thinking | ![]() Product Discovery Learning Card | ![]() Innovation Design Sprint |
|---|---|---|---|---|
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. | For complex user problems with an uncertain cause, the method connects observation, interpretation, and experiment into a learning cycle. It keeps the focus on real needs and avoids premature solution language. This produces robust decisions for product and service. | The Learning Card connects traceable test results to a reasoned next action while keeping the limits of the insight visible. | 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. |
Complexitydifferent | Medium | High | Low | High |
Timedifferent | 1-2 h je Session | 1 Tag bis mehrere Wochen | 25-40 min | 4-5 Tage |
Participantsdifferent | Based on research question | 4-10 | 1-5 | 5-8 |
Formatdifferent | Workshop + async | Workshop | Workshop + async | Workshop |
Outputdifferent | Usability Issues, Severity List, Recommendations | Problem Statement, Prototype, Test Learnings | Learning Card with evidence and next action | Prototype, Test Findings, Decision Rationale |
Tagsno overlap | ValidationUXPrototype | InnovationPrototypeResearch | ExperimentsValidationDiscoveryLearning | Design sprintPrototypeValidationInnovation |



