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One example of a user research process, diagrammed.

Common Methodologies

Aligning Design Strategy with Human Behavior. Though researchers may specialize in specific types of interviews or tests, most are capable of conducting a wide variety of techniques. All user researchers collect valuable information that helps us design in an informed, contextual, user-centered manner. The first step to conducting research is learning to observe the world around us.

Much like beginning photographers, beginning researchers need to learn how to see. They need to notice nervous tics that may signal that their interviewees are stressed or uncertain, and pick up on seemingly minor references that may reflect long-held beliefs or thoughts that should be further probed.

Observation may seem like a simple skill, but it can be clouded by unconscious biases—which everyone has. Design researchers train themselves to observe and take notes so that they can later find patterns across seemingly diverse groups of people. Much like observation, understanding is something we do all the time in our daily lives.

We strive to understand our coworkers, our families, and our friends, often trying to grasp a point of contention or an unfamiliar concept.

But for UX researchers, understanding has less to do with disagreements and more to do with mental models. A mental model is the image that someone has in their mind when they think of a particular phrase or situation. Design researchers need to understand the mental models of the people they interview or test, for two reasons.

First, we all speak in shorthand at times. Researchers must recognize that shorthand based on the mental model of the speaker. Research on its own can be valuable, but in order to use the insights to inform design, it needs to be analyzed and ultimately presented to a larger team. Analysis is the process by which the researcher identifies patterns in the research, proposes possible rationale or solutions, and makes recommendations. Some analysis techniques include creating personas or scenarios, describing mental models, or providing charts and graphs that represent statistics and user behaviors.

Every UX project is different, and the tasks that one researcher takes on will differ from those appropriate in another setting. One-on-one interviews are a tried and true method of communication between a researcher and a user or stakeholder. There are three main types of interviews, each of which is used in a different context and with different goals.

Directed interviews are the most common sort.

These are typical question-and-answer interviews, where a researcher asks specific questions. This can be useful when conducting interviews with a large number of users, or when looking to compare and contrast answers from various users. Non-directed interviews are the best way to learn about touchier subjects, where users or stakeholders may be put off by direct questions. With a non-directed interview, the interviewer sets up some rough guidelines and opens a conversation with the interviewee.

This can help researchers understand the gaps between what people actually do, and what they say they do. It can also shed light on things that users do when they are feeling most comfortable. Questionnaires and surveys are an easy way to gather a large amount of information about a group, while spending minimal time. These are a great research choice for projects that have a large and diverse group of users, or a group that is concerned with anonymity.

A researcher can create a survey using tools like Wufoo or Google Docs , email it out, and receive hundreds of responses in just minutes. There are downsides to surveys and questionnaires though.

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Surveys see a far higher response rate when they do not require a login or contact information, and this anonymity makes it impossible to ask for clarification or further details. Card sorts are sometimes done as part of either an interview or a usability test. In a card sort, a user is provided with a set of terms, and asked to categorize them. In a closed card sort, the user is also given the category names; in an open card sort the user creates whatever categories he or she feels are most appropriate. The goal of a card sort is to explore relationships between content, and better understand the hierarchies that a user perceives.


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Many content strategists and information architects rely on card sorts to test out hierarchy theories, or kickstart work on a site map. Usability testing involves asking potential or current users of a product or service to complete a set of tasks and then observing their behavior to determine the usability of the product or service. This can be done using a live version of a site or app, a prototype or work-in-progress, or even using clickable wireframes or paper and pencil.

While there are many variations and styles of usability tests , there are three that are commonly used: Moderated usability tests are the most traditional type of test. They can happen in person, or via screenshare and video. Whole usability labs are set up, complete with one-way mirrors for stakeholders to observe, for the purpose of conducting moderated usability tests. In a moderated test an unbiased facilitator talks with the user, reading aloud the tasks and prompting the user to think aloud as he or she accomplishes the tasks.

The tasks and instructions are delivered via video or recorded audio, and the user clicks a button to begin the test and record his or her screen and audio. Just like in the moderated test, users are encouraged to speak their thoughts aloud, though there is no facilitator to ask follow up questions. Unmoderated tests are available through numerous online sites and can be significantly cheaper than moderated tests.

Design Research Studio

Guerrilla testing is a modern, lightweight take on traditional tests. Instead of renting a lab, guerrilla research is typically done out in the community; users are found at coffee shops or subway stations and asked to complete basic tasks with a website or service, in exchange for a few dollars, a coffee, or just out of the goodness of their hearts. Here are some research methods every designer should know on the top of their head when going into a project, and even if they are not the ones doing research, they can communicate better with UX researchers to drive engagement in the industry.

Primary research is essentially coming up with new data to understand who you are designing for and what you would potentially plan on designing. It allows us to validate our ideas with our users and design more meaningful solutions for them. Designers typically gather this type of data through interviews with individuals or through small groups, surveys, or questionnaires.

In an article from the University of Surrey, the author points out two important points to address when conducting primary research; validity and practicality. Bryman in Social Research Methods identifies four types of validity which can influence your findings:. Secondary research is using existing data such as internet, books, or articles to support your design choices and the context behind your design.

Secondary research is also used as a way to further validate user insights from primary research and create a stronger case for an overall design. Typically secondary research is already summarized insights of existing research. It is okay to use only secondary research to assess your design, but if you have time, I would definitely recommend doing primary research along with secondary research to really get a sense of who you are designing for and gather insights that are more relevant and compelling than existing data.

Complete Beginner's Guide to UX Research | UX Booth

When you collect user data that is specific to your design, it will generate better insights and a better product. Evaluative research is assessing a specific problem to ensure usability and ground it in the wants, needs, and desires of real people. A statement by Bruce Archer [3] encapsulated what was going on: Early work was mainly within the domains of architecture and industrial design , but research in engineering design developed strongly in the s; for example, through ICED—the series of International Conferences on Engineering Design, now run by The Design Society.

These developments were especially strong in Germany and Japan. In the USA there were also some important developments in design theory and methodology, including the publications of the Design Methods Group and the series of conferences of the Environmental Design Research Association. The National Science Foundation initiative on design theory and methods led to substantial growth in engineering design research in the lates. A particularly significant development was the emergence of the first journals of design research.

The development of design research has led to the establishment of design as a coherent discipline of study in its own right, based on the view that design has its own things to know and its own ways of knowing them. This was helped by the development of a research base, including doctoral programmes, within many of the design schools located within new institutions that were previously art colleges, and the emergence of new areas such as interaction design.

Design research now operates on an international scale, acknowledged in the cooperation of DRS with the Asian design research societies in the founding in of the International Association of Societies of Design Research. From Wikipedia, the free encyclopedia. For the store, see Design Research store.