Method card design dimensions: a survey of card-based design tools <s> Introduction <s> This full-day tutorial provides hands-on experience with three card-based techniques for participatory analysis and design: CARD (Collaborative Analysis of Requirements and Design), CUTA (Collaborative Users' Task Analysis) and TOD (Task Object Design).In our tutorial, we will provide brief theoretical backgrounds on participatory design and tips and tricks on conducting successful workshops. We will then guide the participants in a walking review of three work samples illustrating the three techniques (CARD, CUTA and TOD). The participants will divide into small groups; each group will engage in a brief workshop using one of the three techniques. Groups will rotate through the three workshops, so that each participant has experience with each of the three methods. The participants will then compare and contrast their experiences in a plenary discussion, moderated by the instructors. In our closing section, we will compare these practices with other, related practices (e.g., [1,2]), locate these practices in a larger space of participatory methods (per a recent survey chapter by two of the instructors in the new Handbook of HCI [6]), and discuss how participants can adapt the methods to meet their own needs. <s> BIB001 </s> Method card design dimensions: a survey of card-based design tools <s> Introduction <s> Involving users in scenario development within participatory design is challenging as it places users at the same level with designers. In our research we stated a need for a structured scenario development process, which is suitable for various research areas. Following the tradition of card-based techniques, we aimed at developing a technique, which is easy to apply and modify. The "Instant Card Technique" (IC-Technique) presented in this paper offers a typology of instant cards, which enables a formalized development of scenarios together with a group of users. The technique was tested and improved through its evaluation in three case studies. In this paper we provide a description of this technique, including the step by step preparation and usage process. <s> BIB002 </s> Method card design dimensions: a survey of card-based design tools <s> Introduction <s> Playfulness can be observed in all areas of human activity. It is an attitude of making activities more enjoyable. Designing for playfulness involves creating objects that elicit a playful approach and provide enjoyable experiences. In this paper we introduce the design and evaluation of the PLEX Cards and its two related idea generation techniques. The cards were created to communicate the 22 categories of a Playful Experiences framework to designers and other stakeholders who wish to design for playfulness. We have evaluated the practical use of the cards by applying them in three design cases. The results show that the PLEX Cards are a valuable source of inspiration when designing for playfulness and the techniques help create a large amount of ideas in a short time. <s> BIB003
'Design methods are like toothbrushes. Everyone uses them, but no one likes to use someone else's.' [13] Physical cards have been popular design tools, perhaps because they are simple, tangible and easy to manipulate. Aside from the well-known Card Sorting method  , cards have been used widely by designers to make the design process visible and less abstract BIB003 BIB001 and serve as communication tools between members of the design team and users BIB002 . There are many examples of unique method card systems, many have similar features and formal qualities, yet it is not easy to get an overview of the available card systems in order to decide which to use, and when. As suggested in the opening quote attributed to John Zimmerman, designers often develop their own methods or appropriate widely known methods to best suit their needs, yet there is a tendency to use methods that are familiar instead of venturing out. Even though these methods are shared with the research community, it is difficult and time consuming for designers to review all available tools to understand their strengths and weaknesses. Therefore, this paper aims at providing an overview of some well-known sets of method cards including features and limitations so that the interaction designer can quickly review and make informed choices when selecting card-based method tools or to serve as a source of inspiration as they develop and appropriate a suite of design methods of their own. We begin by analyzing different card systems according to five design dimensions, which suggest possible archetypes or patterns for these tools. We then discuss limitations and future work on card-based design tools that could benefit interaction design researchers.