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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?

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UX Design Process

Empathize with users

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  • Empathize

Study user behaviours, research user goals, understand client objectives

    • User research
    • Stakeholder interviews
    • Competitive analysis
    • Marketing research
    • Brand needs
  • Define
  • Design/Ideate
  • Prototype
  • Test
  • Implement + Measure

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User Research

Why user research is important and how to do it

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Why

To understand the users’

  • Behaviours
  • Needs
  • Motivations

How

  • Observation techniques
  • Task analysis
  • Other methods of collecting feedback

How to choose the research method

  • Type of product
  • Project timeline and resources
  • Specifics of the work environment

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User Research

A selection of methods used in UX Design

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  • Card Sorting
  • Contextual interviews/Observation Sessions
  • First Click Testing
  • Focus Groups
  • Heuristic Evaluation/Expert Review
  • Individual Interviews
  • Personas
  • Prototyping
  • Surveys
  • System Usability Scale (SUS)
  • Task Analysis
  • Usability Testing
  • Use Cases (Usage Scenarios)

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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

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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?

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User Research

3 dimensions

  • Attitudinal vs Behavioural
  • Qualitative vs Quantitative
  • Context of Use

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User Research

3 dimensions

  • Attitudinal vs Behavioural

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.

  • Qualitative vs Quantitative
  • Context of Use

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User Research

3 dimensions

  • Attitudinal vs Behavioural
  • Qualitative vs Quantitative

Qualitative: gather data observing users directly

Quantitative: analysis of data gathered from answers to questions

  • Context of Use

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User Research

3 dimensions

  • Attitudinal vs Behavioural
  • Qualitative vs Quantitative
  • Context of Use

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

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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

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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

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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

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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

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Fitness Application Design

Examples

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Today, in class

Preparation for user interviews

  • Form your groups
  • Create a user interview script
  • Each student conducts 3 interviews with 3 different people by Wednesday

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User Interviews

Tips

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Prepare

Plan

Execute

  • Set goals
  • Select participants
  • Define a protocol
  • Assign roles

Make sure you have a note taker!

Create a script to find out:

  • Relevant information about the users of a fitness app
  • A problem to design for

���Max. 15 minutes

Dry-run - very important

3 interviews per student, 9 per team

Don’t forget the NDA!

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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