User Research Methods
MAD9034
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User Research
Definition and Goals
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User research focuses on understanding user behaviors, needs and motivations through interviews, surveys, usability evaluations and other forms of feedback methodologies. It is used to understand how people interact with products and evaluate whether design solutions meet their needs.”
Building empathy for users�Who are the users?
What are their goals, needs and expectations interacting with your product?
What is the context of use?
UX Design Process
Empathize with users
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Study user behaviours, research user goals, understand client objectives
User Research
Why user research is important and how to do it
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Why
To understand the users’
How
How to choose the research method
User Research
A selection of methods used in UX Design
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Card Sorting
User Research Methods
Allows users to group labels written on cards in categories that make sense to them. This helps ensure that the application structure matches the way users think.
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Contextual Interviews (Inquiry)
User Research Methods
Enable you to observe users in their natural environment, giving you a better understanding of the way users work.
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First Click Testing
User Research Methods
A testing method focused on navigation, which can be performed on a functioning website, a prototype, or a wireframe.
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Focus Groups
User Research Methods
Moderated discussion with a group of users, allow you to learn about user attitudes, ideas, and desires.
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Heuristic Evaluation
User Research Methods
Usability experts evaluating your website (app) against a list of established guidelines.
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Individual Interviews
User Research Methods
One-on-one discussions with users show you how a particular user works. They enable you to get detailed information about a user's attitudes, desires, and experiences.
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Parallel Design
User Research Methods
Involves several designers pursuing the same effort simultaneously, but independently, with the intention to combine the best aspects of each for the ultimate solution.
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Persona
User Research Methods
Figma template by Nigel Moyes
Create a representative user based on available data and user interviews. Some personal details may be fiction, but the information used to create the user type is not.
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Prototyping
User Research Methods
Explore ideas before implementing them by creating a mock-up. A prototype can range from a paper mock-up to interactive html pages
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Survey
User Research Methods
A series of questions asked to multiple users of your product, help you learn about the people who use your product.
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System Usability Scale (SUS)
User Research Methods
SUS is a technology independent ten item scale for subjective evaluation of the usability.
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Task Analysis
User Research Methods
Involves learning about user goals, including what users want to do on your App, and helps you understand the tasks that users will perform on it.
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Usability Testing
User Research Methods
Usability testing refers to evaluating a product or service by testing it with representative users.
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Use Case
User Research Methods
Use cases, scenarios and storyboards focus on describing how users use your product and their goals.
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User Research Methods
Know the User
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| Know the user | Content | Design | Test & Refine |
Card sorting | | | | |
Contextual Interviews | | | | |
Focus Groups | | | | |
Individual Interviews | | | | |
Persona | | | | |
Usability Testing | | | | |
Task Analysis | | | | |
Use Cases | | | | |
Surveys | | | | |
Know the User
Goals
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Building empathy for users�Who are the users?
What are their goals, needs and expectations interacting with your product?
What is the context of use?
User Research
3 dimensions
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User Research
3 dimensions
Attitudinal: What people say (surveys, focus groups, interviews, card sorting) Marketing studies rely on attitudinal research.
Behavioural: What people do (observation sessions, first-click testing, eye tracking, moderated usability testing, A/B testing) Usability studies focus on behavioural research.
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User Research
3 dimensions
Qualitative: gather data observing users directly
Quantitative: analysis of data gathered from answers to questions
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User Research
3 dimensions
Natural or near-natural use of the product (A/B testing)
Scripted use of the product (usability testing)
Not using the product (interview, card sorting)
Hybrid (participatory design)
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User Research Methods
Know the User
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| Behavioural/ Attitudinal | Qualitative/ Quantitative | Context of Use |
Card sorting | attitudinal | qualitative | |
Contextual Interviews | attitudinal | qualitative | |
Focus Groups | attitudinal | qualitative | |
Individual Interviews | attitudinal | qualitative | no product usage |
Persona | behavioural | qualitative/quantitative | no product usage |
Usability Testing | behavioural | qualitative | scripted usage |
Surveys | attitudinal | quantitative | |
Warm-up Project
Apple Watch fitness application
Building empathy through user research
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Warm-up Project
Intro and method of work
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Project: Design an Apple Watch fitness application
Method: Fast-tracked, 3-week process following the principles of a design sprint.
Work structure: Groups of 3-4 students
Assignments: Multiple exercises that take you through the phases of the design process
Design Sprint
Quick overview
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A design sprint is a 5-day process developed by Google Ventures for answering critical business questions through designing, prototyping, and testing ideas with customers.
Prep day | Set the stage |
Day 1 | Set a long-term goal, map the challenge, ask the experts, select a problem to solve |
Day 2 | Review existing ideas, sketch individual solutions |
Day 3 | Critique all ideas, vote, combine winning ideas in a storyboard |
Day 4 | Turn the storyboard into a prototype |
Day 5 | Test the prototype with customers and decide on next steps |
Design Thinking vs Design Sprint vs Agile
Design Sprint
Design Thinking is both a problem definition and problem-solving method.
Design Sprint is purely a problem-solving method for which you need a well-defined problem.
Agile is an approach to building or executing something interactively and iteratively.
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Design Sprint and UCD
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Day 1 | Set a long-term goal, map the challenge, ask the experts, select a problem to solve |
Day 2 | Review existing ideas, sketch individual solutions |
Day 3 | Critique all ideas, vote, combine winning ideas in a storyboard |
Day 4 | Turn the storyboard into a prototype |
Day 5 | Test the prototype with customers and decide on next steps |
Fitness Application Design
Work breakdown
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Week 2.1 (today) | Form groups. Prepare to learn about your user, context of usage and the problems to solve. Conduct user interviews to “know your user.” |
Week 2.2 | Map out the problem and select a place to focus. |
Week 3.1 | Sketch ideas and choose the one to proceed with. |
Week 3.2 | Create a prototype |
Week 4.1 | Test the prototype with real people |
Fitness Application Design
Examples
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Today, in class
Preparation for user interviews
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User Interviews
Tips
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Prepare | Plan | Execute |
Make sure you have a note taker! | Create a script to find out:
���Max. 15 minutes Dry-run - very important | 3 interviews per student, 9 per team Don’t forget the NDA! |
Exercise 1
User research: Individual interviews
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Coming up
User Research Analysis
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Mandatory
Exercise 1 submission - you will use the interview notes in class to do your analysis