Compare frameworks
When to use each framework, what you walk away with, and who created it.
| Framework | Use it when | You get | Creator | Time |
|---|---|---|---|---|
| Behaviour & motivation | ||||
| Octalysis | Making a product more engaging; auditing why people do or don't return. | An octagon score for a flow, with gaps and risks. | Yu-kai Chou, 2013 | 14 min |
| Fogg Behavior Model | Users aren't doing a key action and you need to know why. | A diagnosis (motivation, ability or prompt) and the right kind of prompt. | BJ Fogg, Stanford, 2009 | 11 min |
| Hooked Model | Designing for repeat use and habits, responsibly. | A hook canvas for one habit, plus an ethics check. | Nir Eyal, 2014 | 11 min |
| COM-B | Behaviour change in products, services and operations, where the environment and people matter. | The weakest components and matching intervention types. | Susan Michie et al., 2011 | 11 min |
| Research & strategy | ||||
| Double Diamond | Planning a project from a vague brief to a shipped solution. | A problem statement, How-might-we questions and a phase plan. | UK Design Council, 2004 | 12 min |
| Jobs To Be Done | Understanding what users really need and why they switch. | Job stories and a Forces of Progress analysis. | Clayton Christensen, Bob Moesta, 2003 | 13 min |
| Design Thinking | Team problem solving and workshops that start from empathy. | A point-of-view statement, ideas and tested prototypes. | IDEO & Stanford d.school, 2000s | 12 min |
| Empathy Map | Synthesising interviews with your team. | An empathy map and insights from its contradictions. | Dave Gray, XPLANE, 2010 | 9 min |
| Customer Journey Map | Seeing the whole experience, including steps outside your product. | A journey map with an emotion curve and prioritised opportunities. | Service design practice, 1990s | 11 min |
| Evaluate designs | ||||
| Nielsen's 10 Heuristics | Reviewing a design before handoff or testing. | A prioritised list of issues with heuristics and severity. | Jakob Nielsen, 1994 | 15 min |
| Laws of UX | Explaining design decisions and fixing interaction details. | Design decisions backed by named principles. | Jon Yablonski, 2018 | 13 min |
| System Usability Scale | Measuring perceived usability and comparing versions. | A SUS score and grade per version. | John Brooke, 1986 | 9 min |
| Product & metrics | ||||
| Kano Model | Deciding which features will actually satisfy users. | Features sorted into must-be, performance and attractive. | Noriaki Kano, 1984 | 12 min |
| HEART Metrics | Defining how you'll know a design worked. | Goals, signals and metrics for each chosen category. | Google, 2010 | 11 min |
| RICE Scoring | Prioritising a backlog with your product team. | A ranked list of ideas with scores. | Intercom, 2016 | 9 min |
| AARRR Pirate Metrics | Finding where users drop off and what to design next. | A funnel with the biggest drop and design levers. | Dave McClure, 2007 | 10 min |
| Opportunity Solution Tree | Connecting research to what the team builds. | A tree from outcome to experiments. | Teresa Torres, 2016 | 11 min |
| MoSCoW | Scoping an MVP or a release with a fixed deadline. | Requirements sorted into four buckets with a balanced effort. | Dai Clegg, 1994 | 8 min |