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DIY User Research
 how to make stuff people want to use

            leisa reichelt
          disambiguity.com

   LondonBarcamp3 - November 07
disclaimer:
usually the answer is ‘it depends’ but that’s
not v useful, so these are some lines in the
 sand that have proven useful to me when
    DIY/guerrilla research is required.
why do user research?
100x
                                                      After Launch




Cost of making changes




                                         6x
                         1x           During
                         During     Development
                         Design

         r.s pressman, ‘software engineering, a practitioners approach’ mcgraw-hill
‘we tend to project our own
 rationalisations and beliefs onto
the actions and beliefs of others’
    don norman - the design of everyday things
‘to design an easy-to-use interface,
 pay attention to what users do, not
 what they say. self reported claims
      are unreliable, as are user
speculations about future behaviour’
              jakob nielsen
user research helps you uncover,
   understand and design for
     real user requirements
if your users are *really* just like you (e.g.
37 Signals) or you’ve designed for this user
         group successfully before
       and you already know them,
      you may not need to research.

if you find yourself using stereotypes and/or cliches...
        or using family members as examples,
           you probably need to research.
when (in a project) to
 conduct research
the BEST use of research
       time/budget is to test
         > PROPOSITION,
           > CONCEPT,
        > MESSAGING and
        > HIGH LEVEL I.A.

whilst gathering USER GROUP insight
 using a low fidelity prototype.
use as much and whatever
         prototype you can.

            paper is fine.
         wireframes also fine
      somewhat interactive. fine.

don’t spend too much time on design or
       build before you research.
types of research
there are lots of different ways to research

         quantitative (e.g. surveys.)
   qualitative (e.g. interviews, card sort)
       ethnographic (‘user stalking’)
    longitudinal (continues over time)
    contextual (in the context of use)
  lab based (semi contextual if possible)
                 ... and more
your best standard research approach
            will be a series of
         45min interviews
       with 6-8 participants.

               ... but think about:
          - what you’re trying to learn
- how you could make it as contextual as possible

 ...don’t be afraid of getting a bit creative
DIY user research
> recruit via family & friends network
> six is enough (as long as they’re the right six)
> *bucks is just fine
> record your research (audio/video)
> take time to analyse your findings
affinity sorting is the fastest way to get the
  most understanding from your research
                    ...do it.
timing: allow a few days to recruit, a
day or two to interview, and a
couple of days to analyse findings.

DIY research is fast.
How to interview
> introduce the session
	   (esp. inform and ask permission re: recording)
> good rapport = good research
	   (take time to make it clear you care about their opinion)
> don’t tell them you’re the designer 
    (they’ll not want to hurt your feelings, they want to please)
> it’s not a test
    (if anything is being tested, it’s the design - NOT the participant)
> only *their* opinion counts
    (we don’t care about what other people might think or do)
> define your research questions
> plan & practice the ‘script’
> start as wide as possible, narrow slowly
> keep it contextual, not speculative
> show, don’t tell (observation = good)
	   (show me how you do that?)

> uncover mental models
	   (if you clicked there, what do you think would happen?)

> ask OPEN questions
	   (ask questions to get them talking NOT yes/no answers)

> take care not to lead
	   (you can have leading questions AND leading structures)

> never leave them hanging

   (if they’re struggling, save them)
Questions?

leisa.reichelt@gmail.com
     disambiguity.com

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DIY User Research (LondonBarCamp3)

  • 1. DIY User Research how to make stuff people want to use leisa reichelt disambiguity.com LondonBarcamp3 - November 07
  • 2. disclaimer: usually the answer is ‘it depends’ but that’s not v useful, so these are some lines in the sand that have proven useful to me when DIY/guerrilla research is required.
  • 3. why do user research?
  • 4. 100x After Launch Cost of making changes 6x 1x During During Development Design r.s pressman, ‘software engineering, a practitioners approach’ mcgraw-hill
  • 5. ‘we tend to project our own rationalisations and beliefs onto the actions and beliefs of others’ don norman - the design of everyday things
  • 6. ‘to design an easy-to-use interface, pay attention to what users do, not what they say. self reported claims are unreliable, as are user speculations about future behaviour’ jakob nielsen
  • 7. user research helps you uncover, understand and design for real user requirements
  • 8. if your users are *really* just like you (e.g. 37 Signals) or you’ve designed for this user group successfully before and you already know them, you may not need to research. if you find yourself using stereotypes and/or cliches... or using family members as examples, you probably need to research.
  • 9. when (in a project) to conduct research
  • 10.
  • 11. the BEST use of research time/budget is to test > PROPOSITION, > CONCEPT, > MESSAGING and > HIGH LEVEL I.A. whilst gathering USER GROUP insight using a low fidelity prototype.
  • 12. use as much and whatever prototype you can. paper is fine. wireframes also fine somewhat interactive. fine. don’t spend too much time on design or build before you research.
  • 14. there are lots of different ways to research quantitative (e.g. surveys.) qualitative (e.g. interviews, card sort) ethnographic (‘user stalking’) longitudinal (continues over time) contextual (in the context of use) lab based (semi contextual if possible) ... and more
  • 15. your best standard research approach will be a series of 45min interviews with 6-8 participants. ... but think about: - what you’re trying to learn - how you could make it as contextual as possible ...don’t be afraid of getting a bit creative
  • 17. > recruit via family & friends network > six is enough (as long as they’re the right six) > *bucks is just fine > record your research (audio/video) > take time to analyse your findings
  • 18. affinity sorting is the fastest way to get the most understanding from your research ...do it.
  • 19. timing: allow a few days to recruit, a day or two to interview, and a couple of days to analyse findings. DIY research is fast.
  • 21. > introduce the session (esp. inform and ask permission re: recording) > good rapport = good research (take time to make it clear you care about their opinion) > don’t tell them you’re the designer (they’ll not want to hurt your feelings, they want to please) > it’s not a test (if anything is being tested, it’s the design - NOT the participant) > only *their* opinion counts (we don’t care about what other people might think or do)
  • 22. > define your research questions > plan & practice the ‘script’ > start as wide as possible, narrow slowly > keep it contextual, not speculative > show, don’t tell (observation = good) (show me how you do that?) > uncover mental models (if you clicked there, what do you think would happen?) > ask OPEN questions (ask questions to get them talking NOT yes/no answers) > take care not to lead (you can have leading questions AND leading structures) > never leave them hanging (if they’re struggling, save them)