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Methods & Tools

  1. Creative coding

    Creative coding

    Creative coding can be described as a programming style that seeks to express values, feelings, meanings, and ideas through software code. For example, I designed the Coralizando book cover with a Processing script to express the plurality of the book contributors in a way I wouldn’t be able with a regular drawing. This style is […] - Jun 11, 2020
  2. Value Voting

    Value Voting

    This method uses the marvelous PIRC’s Values Deck to visualize the priorities of a group, project, or organization. The method is rather simple: gathering together the people involved to vote on the human values they want to collective produce. Each card represents a human value, such as sustainability, creativity, wealth, and so on. They are […] - Jun 10, 2020
  3. Tangible value-nets

    Tangible value-nets

    New business generates value through a provisional network of relations, including strategic partners, suppliers, and clients. Young entrepreneurs usually have a hard time understanding this point and visualizing their network of relations. The Business Value-Net Model begins with an ice-breaker of visualizing network relations using yarn. Then, it proceeds to model value-net using Lego and […] - May 18, 2020
  4. LEPOX

    LEPOX

    Lego Physical Oxymoron (LEPOX), which challenges the participants to collaboratively identify and materialize a contradiction using Lego pieces. This game is inspired by the LEGO Serious Play ® method, which relies upon physical metaphors for improving team communication. The participants are invited to make a model of what they perceive to be a contradiction in […] - Apr 6, 2020
  5. SHALL

    SHALL

    SHALL is short for Stake Holder Analysis with Lovely Links. It consists of mapping all the stakeholders possibly interested in a problem through their organization and inter-organizational relationships. Each stakeholder is mapped as a doll and relationships are loosely represented as a thread connecting the dolls. The game starts by asking the participants to map […] - Apr 6, 2020
  6. Copel+ Platform

    Copel+ Platform

    Copel+ is an open innovation platform designed for an utility company in Brazil as part of a research project that focused on organizational learning. The platform was an experiment for a new way of working with potential business partners, such as startups. To maximize the absorption of startup innovation, the platform was designed with the […] - Mar 24, 2020
  7. Pattern-based codesign

    Pattern-based codesign

    Card decks systematize patterns of common problems and solutions in a certain design space. These decks are useful for novice codesigners who don’t know what is possible in that space. Card decks can be combined to support interdisciplinary design. With a deck on business models, another on graphic user interface, and a third on human […] - Nov 22, 2018
  8. Lego prototyping

    Lego prototyping

    Lego is a great tool to build early prototypes of games and apps. I like. to stimulate students to supplement talking with making to increase shared understanding. Physical prototypes are quicker to build together in a team and can be used to test if ideas work in the real world. In this video, participants learn […] - Nov 22, 2018
  9. Tangible Experience Model

    Tangible Experience Model

    The Experience Map is an abstract representation which might not be understood by stakeholders who are responsible for shaping that experience. Since their participation is essential to stage the experience, I developed a Tangible Experience Model with uses Lego pieces to represent the relationships between people, things, spaces, and activities. Since the model’s meaning relies […] - Nov 4, 2018
  10. Problem Solution Problem (PSP)

    Problem Solution Problem (PSP)

    PSP is a simple game that quickly explores the design space for a particular project. It starts by asking for problem statements written on Post-its. Then, problems are exchanged and the competing teams need to solve the problems. The solutions go back to the first team, who needs to find problems for these solutions. The […] - Nov 1, 2018
  11. Idea Market

    Idea Market

    Idea Market is a design game I developed for pitching and developing ideas while looking for partners in entrepreneurship programs. Participants start alone with their idea and progress by selling it to someone who is willing to give up his or her own idea. It is a very competitive game since nobody wants to give […] - Nov 1, 2018
  12. Classroom-to-Studio Transformation

    Classroom-to-Studio Transformation

    I like to teach through developing projects as done in design studios. Most of the times, students need to adapt regular classrooms to work like design studios. I encourage them to appropriate the classroom space in any way that is  better to support their creative activities. Along the years, we learnt together many ways to […] - Nov 1, 2018
  13. Change Laboratory

    Change Laboratory

    Change Laboratory is a method developed by CRADLE to help organizations change routines, deal with conflicts, and create new ideas through a participatory approach. The method consists of three different moments: 1) presenting contradictions found through ethnographic research in the organization; 2) analyzing the systemic nature of these contradictions through organizational models; 3) generating new […] - Nov 1, 2018
  14. LegoML

    LegoML

    Unified Modeling Language (UML) is a set of standard diagrams and notations for creating software. We created at PUPCR a physical version of these diagrams with Lego to enable the participation of designers, clients, and users in software architecture and modeling activities. The concrete representations help the participants understand and make good use of software […] - Nov 1, 2018
  15. Improvised Videos

    Improvised Videos

    Improvised Videos are short films recorded with smartphones to support a codesign process. They represent everyday scenarios where the design object plays a protagonist role. The interaction with the design object is depicted through variegated film and theater techniques such as enactment, role playing, props, puppets, cuts, and transitions. The main advantage of using video […] - Nov 1, 2018
  16. Expansive Play

    Expansive Play

    I’m developing further the Lego Serious Play method to support Expansive Design, in particular, to represent tough contradictions in a humorous style. This is useful when people avoid talking about contradictions openly or deny their existence. The pretext of play enables critical voices and radical alternatives to emerge. - Oct 31, 2018
  17. Interaction Design Theater

    Interaction Design Theater

    Interaction design, like theater, depends on the performances of human actors to realize its aesthetic expression. Interaction designers create software code much like theater scripts, while users often ignore them and improvise. Drawing from the analogy of Computer as Theater proposed by Brenda Laurel and the Theater of the Oppressed developed by Augusto Boal, this […] - Oct 31, 2018
  18. Design ethnography with activity theory

    Design ethnography with activity theory

    Design ethnography is a field study method which aims at uncovering user needs and innovation opportunities. Through this method, anthropologists can help understand the context, bringing up semantic, emotional, and social issues that may represent innovation opportunities. However, most design ethnographies are not carried out by trained anthropologists. Design ethnography is typically conducted by designers themselves, […] - Oct 28, 2016
  19. Analog Social Networking Game

    Analog Social Networking Game

    The functioning of Facebook is a mystery to most of its users, but an actual divider of social groups. Facebook gives the impression that if a user posts a status update, all of her friends receive it in the timeline, but that is not always true. The Edgerank algorithm decides what is shown at the timeline based on three variables: Affinity: […] - Jul 31, 2015
  20. Double stimulation experiments

    Double stimulation experiments

    For my PhD research, I had to do some experiments in design education. Design education is characterized by a learning-by-doing approach when the learner is pushed to take the lead of experimentation. This represents a problem for design educators who also want to test the research hypothesis within teaching activities since it is not easy […] - Dec 20, 2014
  21. The low-tech visualization method

    The low-tech visualization method

    The World Usability Day was for the first time organized here at the University of Twente. In this event, I shared a practical output of my PhD research: a method to gather user data using low-tech materials. The method consists of collecting data through low-tech visualization and using the data to build high-tech visualizations, following […] - Nov 25, 2014
  22. The Expansive Hospital Game

    The Expansive Hospital Game

    The Expansive Hospital is a board game in which players collaborate and compete to build a hospital with plastic blocks. Players have to build and treat patients at the same time, since the hospital is under constant expansion. There are many different kinds of patients and plastic blocks necessary to treat them. Designing the blocks […] - Nov 12, 2013
  23. Walking paths parametric design tool

    Walking paths parametric design tool

    Walking Paths is an extension for Autodesk Revit, an industry standard tool for architectural design. The extension allows tracing the paths that patients, nurses, and other users should follow inside a facility. The application provides objective criteria to evaluate the work efficiency of a particular facility design. Walking_Paths [RFA] An Autodesk Revit parametric design family […] - Dec 13, 2012
  24. UX Cards

    UX Cards

    A card deck for collaborative planning user experience projects. Each card is a UX method, with the necessary inputs and the expected outputs. The cards can be organized in a linear fashion to represent the planned process. There are also cards for representing risks, expected delays, and extra human/financial resources. The cards were designed with […] - Nov 24, 2011
  25. Issue-Based Information System (IBIS)

    Issue-Based Information System (IBIS)

    Since I started doing my PhD Research, I learnt a lot of new concepts, but I don’t like to write down everything that I find interesting during my research. I find it too boring. I prefer to rely on my memory filter; if it’s relevant, I’ll remember when needed. But, gosh, that’s not always the […] - Aug 12, 2011