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UXD minor 0809Q4 theme ‘user research’

INVOLVE USERS IN YOUR
EXPERIENCE DESIGN PROCESS
Theme program ‘user research’

June 8: Assignment kick-off
June 15: Theme introduction (Hans) and
  assignment progress
June 22: Presentation and discussion of
  assignment progress
June 29: Final presentations and workshop with
  Ferry den Dopper (TamTam)
Theme in the scheme of things

User research can be
  used to validate any
  aspect of the user
  experience

Traditionally, research
  has focused on
  usability research
Analysis, exploration and co-creation

Usability research (‘user testing’) is addressing
  usability flaws in an interface

Its aim is to provide a thorough analysis to
   pinpoint the problem
Analysis, exploration and co-creation

Designers are focused on creating solutions

For a designer, the aim of (user) research is to
  explore these solutions, see how even better
  solutions can be created (iterate)

In a way, involving users in this creation process
   is co-creation, also referred to as
   participatory design
Analysis, exploration and co-creation

User involvement in the creation process will
  bring you (as a designer):
 More empathy for users
 Make you more aware of the context of use
 Knowing the unexpected
 Inspiration for solutions
Analysis, exploration and co-creation

Crucial for its value: designers need to be
  directly involved in user research, preferably
  conducting the research

Here’s a fundamental difference with analysis:
  bias gives you tainted results

However, curiosity and openness are core
  competencies for designers
Prototyping

Every designer needs
  to communicate its
  design in every
  phase of the design
  process
Prototyping

The sole purpose of a
  prototype is to
  explore the solution,
  with or without the
  involvement of users

The fidelity of a
  prototype is
  determined by the
  purpose of the
  exploration
Cost and effect of design changes


   Impact van                     Kosten van
   veranderingen aan              veranderingen aan
   het ontwerp                    het ontwerp




                       Vordering van het ontwerp-/ontwikkelproces
Toolkit

Repository for user research and design
  methodology

http://project.cmd.hro.nl/cmi/hci/toolkit/index.
  php
Testing during the design process (Steve Krug)




                         From: ‘Don’t Make Me Think’, Steve Krug (2006)
Usability heuristics

General principles for user interface design
  Visibility of system status
  Match between system and the real world
  User control and freedom
  Consistency and standards
  Error prevention
  Recognition rather than recall
  Flexibility and efficiency of use
  Aesthetic and minimalist design
  Help users recognize, diagnose, and recover from errors
  Help and documentation
Heuristic evaluation

Type of expert review using usability heuristics
  as criteria for inspection

Pros: easy to conduct, little effort/low cost
Cons: no context of use, no rich data

http://www.useit.com/papers/heuristic/heuristi
  c_evaluation.html
In-lab research
Research by inviting respondents to laboratory setting

 Thinking aloud
 Co-discovery

Pros: controlled environment, low-fi prototype is no problem,
   high quality data capture
Cons: no context of use, time consuming/expensive


http://www.digital-
   web.com/articles/practical_usability_testing/
Remote research

Qualitative research using remote technology to
 capture data and interact with respondents

Pros: relatively cheap, in context of use
Cons: hi-fi prototype required, limited data
  capture

http://boltpeters.com/services/index.html
Assignment

 Conduct an expert review based on Nielsen’s
  heuristic evaluation
 Conduct a usability test using either:
   In-lab research
   Remote research
 Compare the two, looking at quality of results
  and effort
 Team presentation and individual blog post
  with team report plus individual reflection

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Theme Intro User Research

  • 1. UXD minor 0809Q4 theme ‘user research’ INVOLVE USERS IN YOUR EXPERIENCE DESIGN PROCESS
  • 2. Theme program ‘user research’ June 8: Assignment kick-off June 15: Theme introduction (Hans) and assignment progress June 22: Presentation and discussion of assignment progress June 29: Final presentations and workshop with Ferry den Dopper (TamTam)
  • 3. Theme in the scheme of things User research can be used to validate any aspect of the user experience Traditionally, research has focused on usability research
  • 4. Analysis, exploration and co-creation Usability research (‘user testing’) is addressing usability flaws in an interface Its aim is to provide a thorough analysis to pinpoint the problem
  • 5. Analysis, exploration and co-creation Designers are focused on creating solutions For a designer, the aim of (user) research is to explore these solutions, see how even better solutions can be created (iterate) In a way, involving users in this creation process is co-creation, also referred to as participatory design
  • 6. Analysis, exploration and co-creation User involvement in the creation process will bring you (as a designer):  More empathy for users  Make you more aware of the context of use  Knowing the unexpected  Inspiration for solutions
  • 7. Analysis, exploration and co-creation Crucial for its value: designers need to be directly involved in user research, preferably conducting the research Here’s a fundamental difference with analysis: bias gives you tainted results However, curiosity and openness are core competencies for designers
  • 8. Prototyping Every designer needs to communicate its design in every phase of the design process
  • 9. Prototyping The sole purpose of a prototype is to explore the solution, with or without the involvement of users The fidelity of a prototype is determined by the purpose of the exploration
  • 10. Cost and effect of design changes Impact van Kosten van veranderingen aan veranderingen aan het ontwerp het ontwerp Vordering van het ontwerp-/ontwikkelproces
  • 11. Toolkit Repository for user research and design methodology http://project.cmd.hro.nl/cmi/hci/toolkit/index. php
  • 12. Testing during the design process (Steve Krug) From: ‘Don’t Make Me Think’, Steve Krug (2006)
  • 13. Usability heuristics General principles for user interface design Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation
  • 14. Heuristic evaluation Type of expert review using usability heuristics as criteria for inspection Pros: easy to conduct, little effort/low cost Cons: no context of use, no rich data http://www.useit.com/papers/heuristic/heuristi c_evaluation.html
  • 15. In-lab research Research by inviting respondents to laboratory setting  Thinking aloud  Co-discovery Pros: controlled environment, low-fi prototype is no problem, high quality data capture Cons: no context of use, time consuming/expensive http://www.digital- web.com/articles/practical_usability_testing/
  • 16. Remote research Qualitative research using remote technology to capture data and interact with respondents Pros: relatively cheap, in context of use Cons: hi-fi prototype required, limited data capture http://boltpeters.com/services/index.html
  • 17. Assignment  Conduct an expert review based on Nielsen’s heuristic evaluation  Conduct a usability test using either:  In-lab research  Remote research  Compare the two, looking at quality of results and effort  Team presentation and individual blog post with team report plus individual reflection