Abstract

Many card-based design tools have been produced, initially mainly to stimulate creative thinking, with an upsurge after 2000 when many more such tools were produced, especially to aid user experience and human-centred design. Different authors have categorised the tools in different ways, usually based on small samples, and there is no accepted classification system. Our analysis of 72 card-based design tools produced a new classification and also identified that the tools work in several different ways – e.g. offering creative stimuli or summaries of design methods. Trials of card-based design tools for stimulating creativity seem to enable designers to generate more innovative design concepts, but the practicality of the concepts is not proven. The card-based tools most likely to lead to practical outcomes are those which summarise domain-specific design methods or good practices that designers can apply to real-world tasks. Often these tools are used and tested by those who developed them. Hence, more independent, controlled trials are needed to help establish their practical effectiveness.

Keywords:

cards; design; tools; classification

Creative Commons License

Creative Commons Attribution-Noncommercial 4.0 License
This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License

Share

COinS
 
Jun 25th, 12:00 AM

Card-based Tools for Creative and Systematic Design

Many card-based design tools have been produced, initially mainly to stimulate creative thinking, with an upsurge after 2000 when many more such tools were produced, especially to aid user experience and human-centred design. Different authors have categorised the tools in different ways, usually based on small samples, and there is no accepted classification system. Our analysis of 72 card-based design tools produced a new classification and also identified that the tools work in several different ways – e.g. offering creative stimuli or summaries of design methods. Trials of card-based design tools for stimulating creativity seem to enable designers to generate more innovative design concepts, but the practicality of the concepts is not proven. The card-based tools most likely to lead to practical outcomes are those which summarise domain-specific design methods or good practices that designers can apply to real-world tasks. Often these tools are used and tested by those who developed them. Hence, more independent, controlled trials are needed to help establish their practical effectiveness.

 

To view the content in your browser, please download Adobe Reader or, alternately,
you may Download the file to your hard drive.

NOTE: The latest versions of Adobe Reader do not support viewing PDF files within Firefox on Mac OS and if you are using a modern (Intel) Mac, there is no official plugin for viewing PDF files within the browser window.