Delivering a compelling and accessible user experience is pivotal to developing a successful product. User research is an effective way to both generate insights and validate design choices. In this workshop, learn how project managers can utilize some of the best practices from user research to understand the people who will use their products, refine product designs, and deliver the best experience possible.
Building Efficient and Informative Research Programs for Product Design TeamsTom Satwicz
From a workshop Geoff Harrison and I conducted at Convey UX 2018.
Conducting research in the course of product development has become more of a norm these days, but user experience professionals still struggle to determine what types of research are most valuable and how much research needs to be done as during the product creation process. As partners at Blink, Geoff Harrison and Tom Satwicz have decades of experience developing research programs and leading product creation teams across a wide range of industries. Geoff comes a design background and Tom comes from a social science background, but they find common ground in the evidence-based product design approach! In this workshop they’ll show you how to develop foundational, conceptual and evaluative research programs during the product creation process and give you activities along the way to practice these techniques.
Slides from my talk at LASTconf 2015.
Q: What's the best UX process for a project of piece of work?
A: It depends.
At SEEK, we redefined our UX process so that it could guide designers without being too prescriptive. By defining a set of principles that the designer should consider and apply at various phases of the project, they are able to decide which activities and conversations need to occur in order to satisfy the principles and goals.
The process can be viewed at: https://medium.com/seek-user-experience/a-principled-ux-design-process-5063a10cc6bf
This document provides an overview of the design process from both an historical and modern perspective. It discusses how the design process emerged from craft roots and became more formalized over time, with various models and methods proposed. While early models tended to be linear, more recent conceptualizations recognize that the design process is iterative and influenced by multiple internal and external factors. The document also notes there is no single agreed-upon model of the design process and it continues to evolve with changing business needs and technologies.
You can do better! Improve your design process (UX Scotland)Peter Boersma
To do great work, you need to influence more parts of the design process than the creation of wireframes or running usability tests. I will walk you through the expanded sphere of influence on the user experience. I will encourage you to look beyond your deliverables, outside of your department and past your current way of working. I will help you spot opportunities and draft a plan to improve your design process.
This session will be a mix of tutorial and exercises ranging from listing deliverables to drawing an org chart. The intended audience is UX practitioners who want to expand their influence in order to improve the way design is done in their organisation.
This document discusses software innovation and principles of agile development. It notes that innovation is a process involving a product backlog, sprints, daily standups, and incremental releases. It emphasizes discovering needs through experimentation and evaluating options. The document also discusses representing and maturing visions over time through various structures, including icons, prototypes, metaphors, and Toulmin structures, to facilitate team convergence. Visions should stimulate reflection and be both persistent yet dynamic.
UXPA International 2013 The Note-Taker's Perspective UserWorks
This document discusses best practices for note-taking during usability testing. It emphasizes the importance of effective note-taking to improve data analysis. Note-takers should understand study goals and recognize what is most important to capture. Different note-taking approaches are explored, such as verbatim notes or focusing on key points. Defining metrics like task success ratings helps note-takers systematically record observations. With preparation and awareness of challenges, note-takers can effectively support analysis of usability findings.
This document provides an overview of product design, including definitions, the design process, types of drawings used, and responsibilities of product designers. It discusses that product designers combine creativity and logical problem solving to determine aesthetics and functions of everyday items. The design process involves research, concept design, development, detail design, and production. Types of drawings include sketches, orthographic projections, perspectives, CAD drawings, and technical illustrations. Responsibilities involve taking design briefs, developing ideas, creating drawings, prototyping, testing, and presenting designs.
Basic Engineering Design (Part 3): Designing SolutionsDenise Wilson
The document discusses the design solutions phase of the engineering design cycle. It describes creating a design specification that identifies critical performance metrics and constraints. Possible solutions are then identified through researching similar products, patents, literature and brainstorming. Mind maps are presented as a tool to organize ideas from brainstorming in a visual way. The process concludes with documenting all potential solutions identified for later evaluation.
Building Efficient and Informative Research Programs for Product Design TeamsTom Satwicz
From a workshop Geoff Harrison and I conducted at Convey UX 2018.
Conducting research in the course of product development has become more of a norm these days, but user experience professionals still struggle to determine what types of research are most valuable and how much research needs to be done as during the product creation process. As partners at Blink, Geoff Harrison and Tom Satwicz have decades of experience developing research programs and leading product creation teams across a wide range of industries. Geoff comes a design background and Tom comes from a social science background, but they find common ground in the evidence-based product design approach! In this workshop they’ll show you how to develop foundational, conceptual and evaluative research programs during the product creation process and give you activities along the way to practice these techniques.
Slides from my talk at LASTconf 2015.
Q: What's the best UX process for a project of piece of work?
A: It depends.
At SEEK, we redefined our UX process so that it could guide designers without being too prescriptive. By defining a set of principles that the designer should consider and apply at various phases of the project, they are able to decide which activities and conversations need to occur in order to satisfy the principles and goals.
The process can be viewed at: https://medium.com/seek-user-experience/a-principled-ux-design-process-5063a10cc6bf
This document provides an overview of the design process from both an historical and modern perspective. It discusses how the design process emerged from craft roots and became more formalized over time, with various models and methods proposed. While early models tended to be linear, more recent conceptualizations recognize that the design process is iterative and influenced by multiple internal and external factors. The document also notes there is no single agreed-upon model of the design process and it continues to evolve with changing business needs and technologies.
You can do better! Improve your design process (UX Scotland)Peter Boersma
To do great work, you need to influence more parts of the design process than the creation of wireframes or running usability tests. I will walk you through the expanded sphere of influence on the user experience. I will encourage you to look beyond your deliverables, outside of your department and past your current way of working. I will help you spot opportunities and draft a plan to improve your design process.
This session will be a mix of tutorial and exercises ranging from listing deliverables to drawing an org chart. The intended audience is UX practitioners who want to expand their influence in order to improve the way design is done in their organisation.
This document discusses software innovation and principles of agile development. It notes that innovation is a process involving a product backlog, sprints, daily standups, and incremental releases. It emphasizes discovering needs through experimentation and evaluating options. The document also discusses representing and maturing visions over time through various structures, including icons, prototypes, metaphors, and Toulmin structures, to facilitate team convergence. Visions should stimulate reflection and be both persistent yet dynamic.
UXPA International 2013 The Note-Taker's Perspective UserWorks
This document discusses best practices for note-taking during usability testing. It emphasizes the importance of effective note-taking to improve data analysis. Note-takers should understand study goals and recognize what is most important to capture. Different note-taking approaches are explored, such as verbatim notes or focusing on key points. Defining metrics like task success ratings helps note-takers systematically record observations. With preparation and awareness of challenges, note-takers can effectively support analysis of usability findings.
This document provides an overview of product design, including definitions, the design process, types of drawings used, and responsibilities of product designers. It discusses that product designers combine creativity and logical problem solving to determine aesthetics and functions of everyday items. The design process involves research, concept design, development, detail design, and production. Types of drawings include sketches, orthographic projections, perspectives, CAD drawings, and technical illustrations. Responsibilities involve taking design briefs, developing ideas, creating drawings, prototyping, testing, and presenting designs.
Basic Engineering Design (Part 3): Designing SolutionsDenise Wilson
The document discusses the design solutions phase of the engineering design cycle. It describes creating a design specification that identifies critical performance metrics and constraints. Possible solutions are then identified through researching similar products, patents, literature and brainstorming. Mind maps are presented as a tool to organize ideas from brainstorming in a visual way. The process concludes with documenting all potential solutions identified for later evaluation.
This document discusses bringing service design in-house through trainings and project-based support. It outlines different formats for trainings, such as intensive workshops, integrated workshops, and workshops combined with consulting. For project-based support, an integrated model is recommended where external consultants work closely with internal teams. Content for trainings should include user research, personas, and service blueprints. Atmosphere, providing takeaway artifacts, and properly aligning timing are key factors for successful learning.
This document discusses product design reuse and challenges. It describes design reuse as leveraging previous CAD models and design knowledge to develop new products faster. Challenges include accessing relevant information in context, determining how and when to reuse designs, and utilizing existing designs and associated engineering data like specifications and test reports. The demonstration will showcase an Aras Innovator product lifecycle management solution for improving design reuse through capabilities like integrated search across data sources, capturing design knowledge in a data model, and SolidWorks integration for operations that aid reuse like copy, insert and replace of CAD components.
How do you know you're ready for a Design Sprint?Highland
For leaders who want their teams to embrace human-centered approaches and collaborate in new ways, Sprints are a fantastic way to start.
Join Highland’s CX Practice Director David Whited and Lead Experience Designer Amrita Kulkarni as they share how Research Sprints and Design Sprints make Design Thinking—a reliable methodology to address complex, ambiguous problems—accessible in a way they have never been before. David and Amrita will introduce the purpose and philosophy of Sprints, talk through the differences between Research and Design Sprints, and what kind of issues, problems, or opportunities are the right fit for each.
We’ll be joined by Jennifer Severns, CXO, and Jennifer O’Brien, Innovation and Insights Manager, from the American Marketing Association, who will share how their organization has used Sprints to catalyze a culture of Design Thinking at the AMA. They will reflect on the realities of introducing Sprints and Design Thinking into an established organization, sharing advice for helping others think and work in new ways.
Attendees will learn:
- How are Research Sprints different from Design Sprints
- When is the right time or moment to conduct a Sprint
- What it takes for Sprints to be successful
- How to amplify Sprint outcomes for change in your organization
As a content strategist, the more skills you have in areas like analytics, interaction design, communications, product design, and research, the more you become an asset. Let’s face it though, you’re working enough and advocating for your role, so how do you do this effectively with limited time? You don’t have to be an expert in these areas. Let’s focus on a few skills that can elevate your discipline. Knowledge is most definitely power as a content strategist.
5 Design Techniques You Can Try Without "Design" ExperienceAtomic Object
This document discusses Atomic Object's design process and provides 5 design techniques that can be tried without experience:
1. Critique - Analyzing designs against objectives using critical thinking.
2. Design thinking exercises - Activities like brainstorming that build empathy and ideas.
3. Personas - Documenting hypothetical user profiles to establish empathy.
4. Experience mapping - Capturing and communicating complex user interactions.
5. User feedback - Gathering feedback through interviews and usability testing to improve designs.
How to increase conversion with usability testingDanny Setiawan
"We don't have time/budget to do usability testing." Sounds familiar? What if doing usability testing actually helps improve conversion? In this presentation, Danny shows how it directly affects conversion, how to do it and tools that professionals use.
Providing a compelling user experience is pivotal to developing a successful product. As a product manager, you are often tasked with difficult decisions that require a deep understanding of customer needs and how to deliver the best experience possible. User research is an effective way to both generate insights and validate direction.
In this workshop you will learn:
* The skills to effectively integrate user research into the product development process with a strong return on investment.
* How foundational user research can help product teams understand user goals, generate insights, and narrow focus.
* How to use research to evaluate and iterate on product concepts.
* How to validate design and product decisions to ready your product for launch.
Denver Startup Week 2019: Choosing a Direction Learning How to Test Ideas and...BrittanyRubinstein
As part of Denver's 2019 Startup Week, Crownpeak's Director of UX, Ari Weissman and Lys Maitland, Experience Research Manager at a national healthcare organization, presented a joint session on "Choosing a direction: Learning how to test ideas and designs."
EffectiveUI's Ari Weissman (Lead Experience Architect) and Lys Maitland (Senior Experience Planner) spoke at Denver Startup Week 2016. Discussion description:
Test early, test often.
It’s a mantra that’s been proven successful time and again when it comes to innovation and design. So why aren’t you doing it? In the start-up world, when everything is moving so quickly, it can be easy to overlook or postpone collecting feedback from real people because of cost, time, or lack of preparation. Don’t let those things stop you. Valid data can be captured cheaply, quickly, and with half-finished products and strategies.
This talk will cover:
What is user testing and why is it important
How to plan for user testing
What are ways to make testing cheaper
What are ways to make testing quicker
How to test with different fidelities of concept and design
How to collect data more frequently
Opportunities for getting the whole team engaged
What to do with the insights/outcomes of research
Experience Research Best Practices - UX Meet Up Boston 2013 - Dan BerlinMad*Pow
The document provides guidance on best practices for experience research. It discusses understanding research goals, choosing appropriate research methods, gathering qualitative data through tasks, moderator guides, note taking, and organizing findings. The key points are: understand business goals and user needs to define research goals; use a methods chart to evaluate options based on goals, timeline, budget and other constraints; and properly document studies through moderator guides, notes grids, and findings sheets to facilitate analysis.
Hardware Workshop 2017: How to PrototypeMorgan Denno
Prototyping: How to do it (and how to do better)! On April 27th, Martine Stillman (Synapse Mechanical Engineer Program Lead) and Kathy Fedirchuk (Synapse Quality Engineer) presented on how the successfully prototype at the 2017 Seatte Hardware Workshop.
This document discusses various methods for idea generation and design thinking, including design sprints. It describes phases of the design sprint process like understanding the problem, diverging and generating ideas, deciding on solutions, prototyping, and validating. Specific methods discussed include lightning talks, competitive overviews, user interviews, service blueprints, design principles, storyboarding, prototyping, user testing, and stakeholder validation. It also covers circular design and contrasts it with linear design, providing examples from Philips and Patagonia. Circular design case studies and methods are mentioned but not described in detail.
Slides from a workshop on how startups should incorporate design into product development, how to effectively work and communicate with designers, and how to use common design tools such as Sketch, Invision and Principle.
What shade of instructional designer are you? How can you focus your practice and refine your shade? Session slides from an eLearning Guild Online Forum on January 20, 2016.
This document discusses how Google measures user experience on a large scale. It introduces the HEART framework, which defines metrics for Happiness, Engagement, Adoption, Retention, and Task Success. These metrics can be used to measure the quality of user experience. The document also discusses Google's Goals-Signals-Metrics process for translating user experience goals into specific metrics using appropriate data sources or signals. Measuring user experience metrics on a large scale allows companies like Google to continuously improve products and better understand user behavior.
The 7-stage design thinking process begins with defining the problem and requirements through a design brief. Researchers then gather information to identify drivers and barriers to help ideate potential solutions. Designers create prototypes to visualize and test ideas before selecting the optimal solution. The final solution is implemented, and feedback is obtained to improve future projects. The process enables transforming needs into finished designs through research, creativity, and iterative improvement.
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
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Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
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This document discusses product design reuse and challenges. It describes design reuse as leveraging previous CAD models and design knowledge to develop new products faster. Challenges include accessing relevant information in context, determining how and when to reuse designs, and utilizing existing designs and associated engineering data like specifications and test reports. The demonstration will showcase an Aras Innovator product lifecycle management solution for improving design reuse through capabilities like integrated search across data sources, capturing design knowledge in a data model, and SolidWorks integration for operations that aid reuse like copy, insert and replace of CAD components.
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- When is the right time or moment to conduct a Sprint
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- How to amplify Sprint outcomes for change in your organization
As a content strategist, the more skills you have in areas like analytics, interaction design, communications, product design, and research, the more you become an asset. Let’s face it though, you’re working enough and advocating for your role, so how do you do this effectively with limited time? You don’t have to be an expert in these areas. Let’s focus on a few skills that can elevate your discipline. Knowledge is most definitely power as a content strategist.
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4. Experience mapping - Capturing and communicating complex user interactions.
5. User feedback - Gathering feedback through interviews and usability testing to improve designs.
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Providing a compelling user experience is pivotal to developing a successful product. As a product manager, you are often tasked with difficult decisions that require a deep understanding of customer needs and how to deliver the best experience possible. User research is an effective way to both generate insights and validate direction.
In this workshop you will learn:
* The skills to effectively integrate user research into the product development process with a strong return on investment.
* How foundational user research can help product teams understand user goals, generate insights, and narrow focus.
* How to use research to evaluate and iterate on product concepts.
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As part of Denver's 2019 Startup Week, Crownpeak's Director of UX, Ari Weissman and Lys Maitland, Experience Research Manager at a national healthcare organization, presented a joint session on "Choosing a direction: Learning how to test ideas and designs."
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How to collect data more frequently
Opportunities for getting the whole team engaged
What to do with the insights/outcomes of research
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Presentation of the OECD Artificial Intelligence Review of Germany
Building Efficient and Informative Research Programs for Product Design Teams
1. Building Efficient and Effective
Research Programs for Product
Design Teams
Seattle PMC
03 28 18
2. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s2
A B O U T U S
Tom & Geoff
Tom Satwicz
UX research Director & Partner, Blink UX
tom@blinkux.com
Geoff Harrison
Head of UX Design & partner, Blink UX
geoff@blinkux.com
3. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s3
A B O U T U S
1 Ph D.
5 Kids
6 Family Pets
42 years of experience
120 UX Projects/Year
1000s of qualitative interviews
Combined Stats
4. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s4
A B O U T Y O U
• How much experience with research in the
design process?
Get to Know the Group
6. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s6
A B O U T T H I S W O R K S H O P
• Integrate user research into the product development process
• Understand various methods and how to apply them the product
design process
• Learn how to deal with constraints
Objectives
7. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s7
A B O U T T H I S W O R K S H O P
Agenda
1. 30:00 INTRO Research Methods in the Design Process
2. 40:00 ACTIVITY Create a UCD Research Plan
3. 20:00 WRAP What we learned
9. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s9
People
T H E B I G P I C T U R E
User Research Aspects
ToolsContext of Use
10. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s10
People
• Goals
• Motivations
• Behaviors
• Needs
• Desires
• Attitudes, Beliefs
• Perceptions
• Receptiveness to Change
• Demographics
• Workflows
• Responsibilities
• Capabilities
• Limitations
T H E B I G P I C T U R E
User Research Aspects
Tools
• Learnable
• Desireable
• Satisfying
• Value Provided
• Disruptive of Incremental
• Fit for Purpose
• Fit for Audience
• Importance
• Fit for Content
• Efficient
• Effective
Context of Use
• Culture
• Norms
• Processes
• Dynamics
• Influencers
• Distractions
• Competing Forces
• Persistance
• Platforms
• Real or Abstract
• Environment
• Location
• Work or Social
• Criticality
11. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s11
T H E B I G P I C T U R E
User Centered Design Process
DISCOVER DEFINE EXPLORE REFINE BUILD
12. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s12
T H E B I G P I C T U R E
User Centered Design Process
DISCOVER DEFINE EXPLORE REFINE BUILD
Understand Business,
User and Technical
Goals
Develop Insights,
Narrow Focus
Ideate,
Evaluate Concepts
Design Details,
Simulate the Final
Product
Launch New Features
13. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s13
T H E B I G P I C T U R E
User Centered Design Process
DISCOVER DEFINE EXPLORE REFINE BUILD
The best design choices become clearer
14. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s14
T H E B I G P I C T U R E
User Centered Design Process
DISCOVER DEFINE EXPLORE REFINE BUILD
The best design choices become clearer as evidence increases
EVIDENCE
15. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s15
T H E B I G P I C T U R E
User Centered Design Process
DISCOVER DEFINE EXPLORE REFINE BUILD
The best design choices become clearer as evidence increases
EVIDENCE
Foundational Conceptual Evaluative
16. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s16
T H E B I G P I C T U R E
User Centered Design Process
DISCOVER DEFINE EXPLORE REFINE BUILD
Design Principles and Design Intent
EVIDENCE
Foundational Conceptual Evaluative
17. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s17
T H E B I G P I C T U R E
Research Questions in the Design Process
DISCOVER DEFINE EXPLORE REFINE BUILD
Foundational Conceptual Evaluative
• Who are my users and what do they need?
• What distinct user types am I designing for?
• What are my users’ workflows?
• What tools do they use?
• What are their environments like?
• How usable/learnable/satisfying is my existing product?
• Which design works best?
• How usable/learnable/satisfying is my new design?
• How well can people find things?
• How should I construct an information architecture?
• How easily can people set up and use a product?
• How easily can a larger sample of
people perform (easy-to-stage) tasks?
18. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s18
T H E B I G P I C T U R E
Research Methods in the Design Process
DISCOVER DEFINE EXPLORE REFINE BUILD
Foundational Conceptual Evaluative
• Stakeholder Interviews
• Ethnographic research
(Interviews, observation, diary)
• Competitive and/or Benchmark
testing
(1:1 structured assessments)
• Creation exercises
(Card sort, mind map)
• Surveys & Segmentation
• Multiple concept feedback
(1:1 structured assessments)
• Focus groups
(Diad interviews)
• Participatory design
• Iterative testing
• Usability
(Design feedback sessions)
• Surveys
• Beta testing
(synchronous feedback, diary)
• Analytics
20. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s20
A C T I V I T Y 1
1. Create a UCD Research Plan
Foundational Conceptual Evaluative
• Method(s)
Chosen from cards
• Notes on Participant types,
Sample sizes, Context of
research
• Method(s)
Chosen from cards
• Notes on Participant types,
Sample sizes, Context of
research
• Method(s)
Chosen from cards
• Notes on Participant types,
Sample sizes, Context of
research
Use the available Super Sticky Pad and make a 3 column chart.
40 MINUTES
21. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s21
F O U N D A T I O N A L M E T H O D S
OBJECTIVE
Understand business goals, constraints and drivers.
ACTIVITIES
1:1 Interviews. Interview stakeholders that represent different
perspectives on the business e.g. Customer Service, Marketing,
Sales, Logistics, etc.
DELIVERABLES
Project Brief Report
TIMELINE
COST $
Stakeholder Interviews
22. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s22
F O U N D A T I O N A L M E T H O D S
OBJECTIVE
Understand user’s context of use, needs and motivations.
ACTIVITIES
• 1:1 Observational interviews with users in context of
where and when they use the product
• 1:1 Interviews about user’s perceptions
• Diary Studies with periodic check-ins to understand how
their usage and attitudes change over the course of using
a product
DELIVERABLES
Research Report
TIMELINE
COST $$
Ethnographic Research
23. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s23
F O U N D A T I O N A L M E T H O D S
Competitive and/or Benchmark Testing
OBJECTIVE
Understand competitive feature set and different approaches to
solving similar design problems.
ACTIVITIES
1:1 Sessions observing participants using competitive products.
Documenting interaction patterns to record similarity and
differences between a sample of solutions.
DELIVERABLES
Competitive Analysis Report
TIMELINE
COST $$
24. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s24
F O U N D A T I O N A L M E T H O D S
Creation Exercises
OBJECTIVE
Understand users workflows, though processes, and mental
maps by having participants visualize their thinking through
creating visual artifacts.
ACTIVITIES
1:1 Interview Sessions in which participants engage in card
sorting, mapping, or other creative activities.
DELIVERABLES
Research Report
TIMELINE
COST $
25. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s25
F O U N D A T I O N A L M E T H O D S
Market Surveys & Segmentation
OBJECTIVE
Capture opinion, preference, or demographic data from large
representative sample of users.
ACTIVITIES
Online survey administered through market research panel.
DELIVERABLES
Research Report
TIMELINE
COST $$
26. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s26
C O N C E P T U A L M E T H O D S
Multiple Concepts Feedback
OBJECTIVE
Understand which design concepts are meeting the design
objectives.
ACTIVITIES
1:1 Sessions observing participants using a few variants of
design prototypes. Gather feedback for improvement and
narrow in on the best solutions.
DELIVERABLES
Directional Research Findings Report
TIMELINE
COST $$
27. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s27
C O N C E P T U A L M E T H O D S
Multiple Participant Groups
OBJECTIVE
Understand which design concepts are meeting the design
objectives.
ACTIVITIES
1:Multiple Sessions observing participants using a few variants
of design prototypes. Gather feedback for improvement and
narrow in on the best solutions. Can get more diversity of
feedback in larger groups but need to be careful of group-
think and confirmation bias.
DELIVERABLES
Directional Research Findings Report
TIMELINE
COST $$
28. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s28
C O N C E P T U A L M E T H O D S
Participatory Design
OBJECTIVE
Generate feature ideas and prioritization based on stakeholder
and user perspectives.
ACTIVITIES
Individual or multi-person sessions in which participants design
product solutions.
DELIVERABLES
User generated design artifacts
TIMELINE
COST $
29. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s29
C O N C E P T U A L M E T H O D S
Iterative Testing
OBJECTIVE
Get rapid feedback on design changes by iteratively testing and
updating the design prototype.
ACTIVITIES
1:1 Sessions observing a few (3-4) participants using a design
prototype. Update the design based on the user feedback and
then test again with (3-4) more participants. Repeat for 3
rounds.
DELIVERABLES
Design prototype influenced by user feedback.
TIMELINE
COST $$
30. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s30
E V A L U A T I V E M E T H O D S
Usability Testing
OBJECTIVE
Get feedback on a refined design prototype in a controlled
test.
ACTIVITIES
1:1 Sessions observing a (8-10/segment) participants using a
design prototype. Detailed findings are prioritized by severity.
DELIVERABLE
Detailed Research Findings Report
TIMELINE
COST $$$
31. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s31
E V A L U A T I V E M E T H O D S
User Feedback Surveys
OBJECTIVE
Capture user opinion and feedback from large representative
sample of users.
ACTIVITIES
Online survey administered through market research panel.
DELIVERABLES
Research Report
TIMELINE
COST $$
32. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s32
E V A L U A T I V E M E T H O D S
Beta Testing
OBJECTIVE
Get feedback on a beta version of the product in a controlled
test.
ACTIVITIES
• 1:1 Sessions observing a (8-10/segment) participants using the
Beta product. Detailed findings are prioritized by severity.
• Diary Studies with periodic check-ins to understand how their
usage and attitudes change over the course of using a product.
DELIVERABLES
Detailed Research Findings Report
TIMELINE
COST $$$
33. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s33
E V A L U A T I V E M E T H O D S
Analytics
OBJECTIVE
Assess live product usage against key performance metrics.
ACTIVITIES
Determine KPIs, implement tags, analyze usage data over
specified periods of time.
DELIVERABLE
Analytics Report
TIMELINE
COST $$
34. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s34
A C T I V I T Y 1
2. Present and Discuss Research Plans
20 MINUTES
• 3 Different groups present their plan
• What parameters make the plans different?
37. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s37
A C T I V I T Y 1 P R O D U C T P A R A M E T E R S
Family Trip A
Product Development Stage Timeframe Cost
FamilyTrip is a service
for parents to discover,
plan, and book their
next family vacation.
This product is already
in market but key
features aren’t
performing well. The
team is undergoing a
project to improve
these features.
Management wants to
ship these
improvements as soon
as possible and has
given the team a target
of 3 months.
Any research needs to
be done with lean costs
and timelines.
Budget: $$$ $$$
Use the following product parameters to create your research plan and stay within time and cost budgets.
38. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s38
A C T I V I T Y 1 P R O D U C T P A R A M E T E R S
Surgery Manager A
Product Development Stage Timeframe Cost
SurgeryManager helps
surgeons keep track of
what medical devices
they have used and
installed in the patient
during surgery.
This product is already
in market but key
features aren’t
performing well. The
team is undergoing a
project to improve
these features.
Management wants to
ship these
improvements as soon
as possible and has
given the team a target
of 3 months.
Any research needs to
be done with lean costs
and timelines.
Budget: $$$ $$$
Use the following product parameters to create your research plan and stay within time and cost budgets.
39. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s39
A C T I V I T Y 1 P R O D U C T P A R A M E T E R S
InvestorConnect A
Product Development Stage Timeframe Cost
InvestorConnect is a
service that helps
professional portfolio
managers and
consumers invest in
small companies.
This product is already
in market but key
features aren’t
performing well. The
team is undergoing a
project to improve
these features.
Management wants to
ship these
improvements as soon
as possible and has
given the team a target
of 3 months.
Any research needs to
be done with lean costs
and timelines.
Budget: $$$ $$$
Use the following product parameters to create your research plan and stay within time and cost budgets.
40. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s40
A C T I V I T Y 1 P R O D U C T P A R A M E T E R S
Family Trip B
Product Development Stage Timeframe Cost
FamilyTrip is a service
for parents to discover,
plan, and book their
next family vacation.
This product is is new
and needs to be created
from the ground up.
While shipping is
important, management
would rather ship a
great product late than
a poor one sooner.
Timeframe is 6 months.
Research needs to fit
into a reasonable, but
adequate budget.
Budget: $$$ $$$ $$$
Use the following product parameters to create your research plan and stay within time and cost budgets.
41. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s41
A C T I V I T Y 1 P R O D U C T P A R A M E T E R S
Surgery Manager B
Product Development Stage Timeframe Cost
SurgeryManager helps
surgeons keep track of
what medical devices
they have used and
installed in the patient
during surgery.
This product is is new
and needs to be created
from the ground up.
While shipping is
important, management
would rather ship a
great product late than
a poor one sooner.
Timeframe is 6 months.
Research needs to fit
into a reasonable, but
adequate budget.
Budget: $$$ $$$ $$$
Use the following product parameters to create your research plan and stay within time and cost budgets.
42. P A G E R e s e a r c h P r o g r a m s f o r D e s i g n T e a m s42
A C T I V I T Y 1 P R O D U C T P A R A M E T E R S
InvestorConnect B
Product Development Stage Timeframe Cost
InvestorConnect is a
service that helps
professional portfolio
managers and
consumers invest in
small companies.
This product is is new
and needs to be created
from the ground up.
While shipping is
important, management
would rather ship a
great product late than
a poor one sooner.
Timeframe is 6 months.
Research needs to fit
into a reasonable, but
adequate budget.
Budget: $$$ $$$ $$$
Use the following product parameters to create your research plan and stay within time and cost budgets.