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Putting Users in UX: Research Methods for Design

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Better understand how to involve your target audiences during the design phase. Learn more about the research methods needed to ensure your target users will understand your product and can use it with ease before you invest time and money into the costly development phase.

Topics:
- Setting research objectives for the design phase
- Bringing your users into hands-on collaborative design activities such as paper-prototyping and card sorting
- Evaluating your design with users through usability testing, including in-person and remote testing
- Some of the tools available, including automated testing tools

Published in: Technology
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Putting Users in UX: Research Methods for Design

  1. 1.     Putting Users in UX Episode 2 Research Methods for Design
  2. 2.     Putting Users in UX Episode 1 Research Methods for Strategy April 29 Episode 2 Research Methods for Design Today Episode 3 Research Planning, Execution & Analysis Wednesday, June 24
  3. 3. Meet Usability Matters •  Passionate about making technology work for people •  Thrive in solving complex design problems •  Dedication to finding the right solution
  4. 4. Terry Costantino + Steven LeMay
  5. 5. What we’ll be talking about today Background •  UX Process •  Research Process, particularly determining research objectives Research Methods for Design 1.  Card sorting 2.  Usability testing 3.  Collaborative sketching 4.  Online discussion Wrap-up
  6. 6. UX Process Usability Testing A/B Testing Eye Tracking Heuristic Evaluation Contextual Inquiry Interviews Surveys Focus Groups World Café Usability Testing Card Sorting Usability Testing Collaborative Sketching Online Discussion
  7. 7. DETERMINE OBJECTIVES PLAN RECRUIT CONDUCT ANALYZE & REPORT Research Process
  8. 8. Research Objectives and Activities
  9. 9. Assess the site’s ability to inform and drive users to conversion: •  Do participants understand the offer? •  Does the content drive them to subscribe? •  Is there enough of the right kinds of information on the site for participants to make the decision to subscribe? •  Is the site meeting their expectations? Is anything missing?    Assess the ease of use of the subscription flow? •  Are participants able to understand requirements for subscribing? •  Is anything confusing or unclear? Research Objectives - Examples
  10. 10. Getting Users into UX Design 1.  Card sorting 2.  Usability testing 3.  Collaborative sketching 4.  Online discussions
  11. 11. 1Card Sorting Understanding how users think about information
  12. 12. Card Sorting Understand how your audience thinks about information. •  How do they group things? •  What do they call those groups?
  13. 13. Image  based  on  A  Card  Sort  in  Progress  courtesy  of  Yandle,  CC-­‐BY  2.0  
  14. 14. Image  based  on  A  Card  Sort  in  Progress  courtesy  of  Yandle,  CC-­‐BY  2.0  
  15. 15. 2Usability Testing Finding conceptual and tactical barriers to use and usability
  16. 16. Variations on Usability Testing Formal Informal Setting Lab with observation Anywhere Recruiting Professional Friends and family Recommendations Fully - documented Straight into the design Recording Full sessions and clips Little to none Cost More time and outside costs Very inexpensive
  17. 17. Variations on Usability Testing Moderated •  Conducted live •  Facilitator asks what the participant is thinking •  Qualitative •  Finds what and why Unmoderated •  May be automated •  Participant completes tasks without interruption •  Pretends to be quantitative •  Finds what but not why
  18. 18. Variations on Usability Testing Remote •  Across geographic locations •  No travel •  Extra technology In-person •  In the same room •  Requires travel •  Simple technology
  19. 19. 3Collaborative Sketching Working in small groups to sketch an experience
  20. 20. Sketches capture concepts, not detailed design. •  Sketches are done in small groups, but there could be many groups •  Each small group can sketch the same experience or different parts of an overall experience •  Gets everyone involved, no design experience needed •  Use sketching to create lots of ideas and broaden thinking Collaborative Sketching
  21. 21. Image based on Graduate Program Design Workshop courtesy of the Scottish Government, CC-BY 2.0
  22. 22. 4Online Discussions Getting users to discuss your ideas and designs online
  23. 23. Facilitating a conversation with and amongst your audiences. •  Choose the right online locations for your audiences •  Devote time to participate fully in the conversation •  Accept feedback graciously, don’t defend your design but be honest about design constraints •  Always be friendly and professional Online Discussions
  24. 24. Key Research Methods for Design
  25. 25.     Questions?
  26. 26.     Putting Users in UX Episode 1 Research Methods for Strategy recap and downloads on our blog Episode 2 Research Methods for Design Wednesday, May 27 Episode 3 Research Planning, Execution & Analysis Wednesday, June 24
  27. 27.     Thank You Terry Costantino and Steven LeMay Usability Matters 215 Spadina Ave., Toronto ON, M5T 2C7 Follow us on Twitter: @umatters 416 598 7770 terry@usabilitymatters.com steven@usabilitymatters.com

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