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UX Research Process - Work - in - Progress
UX Research Process - Work - in - Progress
UX Research Process - Work - in - Progress
TO ADD
Idea generation
Problem statements
Prototyping
Story Mapping
Diary
Value hypothesis
SWOT
North Star
Wireframing
Clickable mock-ups
c. Ask: What particular problem have you identified that you think a new “X” will
solve?
d. Guiding the discussion
i. Don’t focus on one problem (generate many)
ii. As the list of problems unfold, ask: “What else are you hoping X will
achieve?”
iii. I noticed nobody mentioned anything about “Y” Is that an issue for you?
iv. If you would make progress against the things on this list, would you have a
solution that exactly meets your expectations?
v. Develop evidence: “How do you know these are problems?”
2) Stakeholder mapping
a. Brainstorm on target Audience (New product/Service development => See
inspiration phase IDEO)
b. Map all user groups
i. Define Mainstream users
ii. Define Extremities
iii. Define Experts
iv. Define every involved stakeholder
4) Map Context
a. Immerse yourself in the Context of the product
b. Map Goal of product
c. Functionality of Product
d. Seek analogo
e. How the team & stakeholders have done this so far
f. The organisation
i. Is criticism rejected?
ii. Is criticism welcomed?
iii. Is criticism solicited?
iv. Is criticism demanded?
g. Research (deconstruct) the construct that is your product and the standards it
should meet
h. Measure something
i. Shake out the issues
v. Facilitation exercise:
vii. What can “Hard to get” users teach us that “easy to get” users can’t
viii. Classify User groups and their skills by asking what they do online and how
they go about it?.
- Low digital skills (Not so digitally active ..
- Advanced digital skills
7) Desk research
a. Examine prior research done internally
b. Examine prior research done externally
(Solutions to problems, research on specific problems, …
ix. Done by charities
x. Government
xi. Universities
xii. Found in Google Scholar
xiii. Institutions known for it (Gartner, Career websites, … )
c. Research existing research on Users (Web analytics / Call center data)
xiv.
d. Take a close look at the quality
xv. Ask: Does it properly measure/judge/capture human behavior
8) Workshopping
a. Create assumption personas
i. ask the development team to imagine the most useful, actionable research
results possible. What would they tell us? How would we use them?
ii. Make sure the persona is seen for what it is, a tool that is a work in progress,
not a finished product.
iii. Make sure it serves the purpose without limiting it’s use for other purposes:
For design this is understanding user behavior while for marketing it is a
persona to which you can sell.
b. Map the user environment (Tools and more)
BE AWARE THAT:
Representativeness does not work well with Agile
- Is not Agile
- Stifles innovation
- You have to be able to define everything up front (Not agile)
- Requiers interviewing too many people (Not enough time or budget for this)
- we don’t know our Users/Clients/Buyers yet
b.
e.
Theme: Payments
Insights:
Kids often don't use clean toilets (or any toilets at all)
because they don't have any money to pay.
People often only have money to pay for toilets at the start
of the month after they have been paid.
Many residents find themselves without money to make a
payment at the exact time they need to use the toilet.
Insight: People often only have money to pay for toilets at the start of the
month after they have been paid.
How might we create more flexible payment options for toilet use?
Insight: People learn best from their friends or family members, but this isn't
how clean hygiene information is disseminated now.
How might we involve the community in creating and disseminating
information or campaigns about hygiene?
(Can people use what we are giving them?/ Have we designed the right thing? / Did we
solve the right problem?)
- Troubleshooting
Define a problem and a starting page from which they should start to solve
e. 5 common mistake
f. Observations
(Arrange multiple developers to observe)
i. Ethnography research (Tornburg 4 questions)
Function
Weeks VS Months/Years
Gain design insights VS Understand culture
Observe and interview VS live with
Just enough to test risky assumptions VS In great detail
Shared with team VS posted in academic journals
ii.
- What is the behavior for (How does it help the user survive and reprod)
Proximate causation
- How does the behavior work?
e. Pop-up interviews
f. Field observations
i. Build rapport with the users
Let them demonstrate their work/Their activities
Tell me about the first time you started doing this activity
What’s got you interested in … ?
Maybe you could give me a tour of your place?
ii. Transition from a traditional interview to a master-apprentice model
iii. Observe
iv. Interpret
v. Summarize
vi. Build a shotlist and let them review it
g. Context Interviews
Context interviews focus on finding out why people want something, not what they
want. A good contextual interview helps validate your riskiest assumptions
vii. Draft a discussion guide
viii. Capture Motivations: What is the user trying to get done
ix. Capture: How does the user do it at the moment
x. Capture: What are the pain points / Happy moments with the current
process
Don’t believe in what people tell you, believe in what they show you that they
do
j.
q. Prepare
xv. Create a document for “Informed Consent”
(The participant knows what to expect, the stress it might cause or things
that might be requested of him or her: e.g. Open about non typical things
(Set users at ease)
xvi. Guide the participant through the informed consent, ‘highlight’ specific
elements as you check them off individually as you go through:
1. I understand my participation is voluntary
2. I agree to my screen being recorded
3. I agree to my video session being recorded
4. I confirm I understand the purpose of this study
(This document has enough, but not too many items to check off and is
supported by an in-face introduction)
r. For different applications/products
xvii. Test the current product/prototype
xviii. Test the competitor
xix. Run a remote test with friends/family or others
s. Things to know about Usability expert reviews
xx. Use more than 1 expert reviewer
xxi. 1 reviewer gets at most 60% of the usability issues
xxii. 5 reviewers gets 100% of the issues that apply to 33% of the users
xxiii. Using more reviewers is bound to beget different views and different
experience
xxiv. Use technology specific guidelines
xxv. Make sure to have the experience necessary to judge that which is being
reviewed
t. Predicting product design
xxvi. If you know the user goals you can predict the product design
xxvii. If you know why the user is using the product you should be able to predict
the tasks the user will be looking to perform
xxviii. If you know the tasks, you should know where most users are most likely to
lookmost important features that the user will be looking to
y. Encourage debate
ix. Is the evidence empirical
x. Does the evidence flow logically
xi. Was the evidence interpreted correctly?
z. Remember that authorities can be wrong
aa. Develop more than one idea (Multiple hypothesis and let data decide)
bb. Keep an open mind
cc. Measure things ( Quantify what you can)
dd. Test every link
ee. Apply Occam’s Razor (When confronted with 2 valid options choose the simpler)
ff. Make sure your hypotheses are testable and can return valid answers
gg. Conduct experiments “Carefully designed and controlled experiments are key”
xix.
xx. Key metrics to use
10. Ideal sampling size (70% of target audience has replied. Achieving
replies from 1066 = representative number for a target audience of
1 million)
11. Select your target audience from your User Base
12. Time on task
13. Check if a cost or profit loss can be attributed
- Cost: Time of employees spent on an action
- Profit loss: Lacking speed => decreases customer turnover
rate from 80% to 75%= 5%
- Cost: Operating cost
xxi. Expose people to “Real data” that shows a problem and brainstorm with
them on how to solve this instead of discussing what they think Users want
xxii.
- Create
4.
5.
g. Rating of difficulty
h. Information to add
- summary details about the study
- Representative participant comments
- Statistical comparison to the competitor
- Number of participants
- Task description
i. EXAMPLE
j.
Guidelines
The process
o UX researcher explains the research done uptill that point (concerns: User, goals,
environment)
Needs
Constraints
o Sketch potential design solutions (Alone or with 2)
o Explain how the design solves the problem
o Let group critique / Ground critique
o Collaboratively design solutions
Create a sticky note grid (helps to generate design ideas)
5 columns ( User, Goals, Environment, Emotional intent, Design
pattern)
List 5 examples of each constraint
E.G. => User => 5 verschillende persona’s
Goals=> Various key user tasks/User needs
Environment => Relevant User elements
Take these constraint
o User Scamper
o Choose most valid ideas
o Perform new iteration (sketch, explain, critique, scamper, choose)
o
Research
User researcher fallacy: Your job is to understand the user: No, it’s your job to help your
team understand the users!
Define a single Research question you’re looking to try and answer
Inadequate research checklist
o Merely gathers data and regurgitates it
o Deals in generalities and superficial surveys, avoiding depth and analysis
o Asks no analytical questions
o Does not advance knowledge, but is happy to summarize what’s already known
o Is boring
Why Scientific research is not always reliable
o The experimenter effect (70% influences in favor of researcher)
o Researcher effects
Standardize everything
o The scripts for interviewing
o The same protocol
o Present task scenarios for participants to read aloud
Have a monitor to watch the interviewer
Stay out of the participants line of sight
Run control studies that focus on monitoring biasing behavior
Strong data (Valid Data measures things such as Completion Rate and efficiency)
Workshop
Give each person a set of sticky notes. Tell them to imagine that we have an all-knowing,
insightful user outside the room who will answer truthfully any question we throw at them.
Usability testing