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  1. 1. January 2013 Lean User Research
  2. 2. The story of a welder… Why research is important hasn’t changed…
  3. 3. The Olden Days Discover Define Design Deliver
  4. 4. Lean UX - Janice Frasier
  5. 5. Lean UX - Jeff Gothelf
  6. 6. 8 Principles of Making Research Lean
  7. 7. Principle#1:Doit!
  8. 8. Coffee shops, streets, airports, bars…
  9. 9. Principle#2:It’sa collectiveeffort.
  10. 10. Like exercise, eating your veggies, taking vitamins, any healthy habit for people, research is a good habit for your product team. To scale research, consider UX researcher as your trainer!
  11. 11. Principle#3:Know yourassumptions
  12. 12. Sketching is one way to surfaces assumptions!
  13. 13. Individually contributing landscape research and sharing industry/ business knowledge surfaces gaps and assumptions. Our Product
  14. 14. © 2013 Idean - CONFIDENTIAL Principle #4: Mix it up!
  15. 15. 100% Discovery Little bit of discovery Mostly Validation 50% Discovery 50% Validation Forming an idea Concrete designs Little bit of Validation Blend discovery and validation into a research session helps constantly generation of new ideas and improving existing product
  16. 16. Example: Discovery + Validation iPad Browser Experience Let’s pretend you are ready to process payroll. You logged into HR Passport and navigated to the payroll page as you normally would by clicking on My Company. And this is what you see. 1. Show the dashboard: ○ Could you tell me what’s on this screen is and what you can do with it. ○ Ask them about their payroll process and pay groups to get some context. ○ Discuss key components: timeline, special payroll, checklists. 2. Task: Do payroll for salary employees in Sales ○ Once they get to the grid, ask them to talk through what they see on the screen. ○ Discuss key components: Toggles, Filter, Grid elements. ○ If they have salary and hourly employees, find out if they process them separately or together. 3. Task: Give Nick Andre a Discretionary Annual Bonus of $200 ○ Ask them to talk about what they see on the keyboard and how they would use it to do this task. ○ Ask them what if they need to give the next person in the grid the same amount of Discretionary Annual Bonus, how they would do that with this design. 
 4. Task: Let’s pretend you’re done making changes to this payroll, what would you like to do next? Show me how you do that. ○ When they get to the preview screen, ask them look around and talk through what they see on the screen.
  17. 17. Principle#5:Go beyondlistening, WATCHwhattheydo.
  18. 18. Mine Drill UI design research
  19. 19. SCREEN 1: 6 INCH SCREEN 2: TOUCH 15 INCH
  20. 20. © 2013 Idean - CONFIDENTIAL Principle # 6: Quality not quantity
  21. 21. Not a science experimentResearch to create a mobile app for learning
  22. 22. Not a science experiment Look for patterns of how humans solve problems. Use patterns as access points for ideation.
  23. 23. Principle#7:Go beyondinterviews& observations.
  24. 24. Phone Tour User introduces their phone/PC/tablet and demonstrates usage of the services they use. This method has been utilized to understand how people interact with different kinds of services and tools: cell phones, desktop computers and professional tools (e.g. mining drills, firewall management software). We are able to pick up current usage patterns, task flows, contexts of use, user frustrations and UX requirements out of these sessions. “Here I’ve picked up the apps I use most often. But it took me 3 months before I learnt the home screen can be edited.” Tuuli, 23 years, first smartphone
  25. 25. This method picks up usage patterns, use cases and contexts of use. Often this method is performed as a diary with additional room to share ideas for new services or features. Day in the life / Diary User introduces a typical day in their life. How is the phone involved? What services are used on the phone at what times? For what purposes?
  26. 26. This method helps draw out UX requirements and useful UI elements out of existing services, and helps tune in with the users mindset. This same method can be used with competing concept approaches. vs. “Oh, neither is good, but I prefer the list of services over the step-by-step wizard. But preferably I’d have the best of both worlds. In the list I see all available options, and in the wizard I get help knowing what is most suitable for me.” Tarja, 47 years Match race User compares existing services or concept ideas. Services score for the characteristics that users value, and lose scores for annoying features. What is valued? What is disturbing?
  27. 27. Example of a tablet game sketched by a group of 3 users at Idean’s co-creation session. Co-creation With proper facilitation users can be equipped to sketch designs for themselves, or debate design options with the Designer.
  28. 28. Co-creation Designing together with the users helps designers draw out ideas from the users - the goal is not that they do the designs but to start conversations to learn about how the user thinks about things.
  29. 29. Principle#8:Tella story
  30. 30. Principle # 4: Collaborate instead reporting.
  31. 31. Project example
  32. 32. The longer it takes to develop, the less likely it is to launch. - Jason Fried, 37signals
  33. 33. ThankYou. Liya James @liya_james