| Preface: The Design Cluster | 10 |
| Introduction: Muscular Design | 16 |
| Acknowledgments | 20 |
| Section Introduction: The Changing Role of Research | 22 |
| Qualitative Methods: From Boring to Brilliant | 23 |
| Ethnography and Critical Design Practice | 30 |
| The Paradox of Design Research | 39 |
| Designing for the New Old | 41 |
| Demo: Design Improvisation | 49 |
| Hispanic Culture in Design Research | 55 |
| Overview of Quantitative Methods in Design Research | 63 |
| User Requirements | 70 |
| Section Introduction: Design (As) Research | 82 |
| Speculation, Serendipity and Studio Anybody | 83 |
| Toward a Definition of the Decorational | 94 |
| Demo: DesignWriting | 101 |
| Sensory Anomalies | 109 |
| Spontaneous Cinema as Design Practice | 118 |
| Game Forms for New Outcomes | 129 |
| Strategy, Tactics and Heuristics for Research | 135 |
| Section Introduction: Test Pilots | 144 |
| Bringing Clarity to the "Fuzzy Front End" | 145 |
| Research Methods for Designing Effective Experiences | 155 |
| Enabling Design | 164 |
| Non-Assumptive Research | 172 |
| Play as Research | 176 |
| Demo: Creating a Culture of Design Research | 185 |
| Interdisciplinary Design Research | 193 |
| Conceptual Designs | 201 |
| Moving Your Idea Through Your Organization | 212 |
| Demo: Vibe-Hunting | 221 |
| Living Proof | 225 |
| Research to Fuel the Creative Process | 234 |
| Section Introduction: Reports from the Field | 242 |
| "You Can't Bring That Game to School!" | 244 |
| SimSmarts | 253 |
| Social Impact by Design | 260 |
| Researching America's Army | 268 |
| A Virtual Walk on the Moon | 276 |
| Demo: Mobium | 285 |
| Research and the Movies | 293 |
| Research and Design for Kids | 301 |
| Real Brand Alignment | 309 |
| Conclusion: Beauty, Brains and Bravery | 316 |
| References and Acknowledgments | 317 |
| Index | 323 |
| Biographies | 329 |