All posts about
Design research

Planning User Research Throughout the Development Cycle

How can you ever make something worthwhile if you haven’t looked into it, a.k.a. research.

“(…) we’ll discuss how research planning can reduce costs and decrease the time it takes to perform user research. One of the biggest challenges in performing user research is determining which research approaches to apply and when to apply them. The research methods you choose are dependent upon a variety of factors, including budget, schedule, development phase, business goals, and research questions.”

(Demetrius Madrigal and Bryan McClain ~ UXmatters)

Craftsmanship

Know your computer design materials in and out: content, code, connectivity, and computation.

“(…) craftsmanship comes through intimate understanding of medium and material. The medium of painting is fairly obvious, as is the material of clay. But both the medium and materiality of service design, interaction design, and public policy are vague, abstract, and seemingly invisible. They are, however, not without definition. (…) one of the most fundamental failings of design thinking education is the lack of craftsmanship.”

(Jon Kolko)

Design is How It Works

Where did I read that definition of Design before?

“Jay zeroes in on the design process at companies that do design well. The companies come in different shapes and sizes. The point is that design is something at which any company can succeed. Jay will talk about how companies that embrace the idea that design is about creating a great experience are the ones that will flourish in the 21st Century.”

(Jay Greene ~ HIVE 2011)

Anthropology extracts the true nature of tech

Have we found the Margaret Mead of user experience in Technology?

“Genevieve Bell, director of interaction and experience research at Intel Corporation, says when she approaches technology she is “less interested in thinking about the piece of technology itself and more interested in the kind of work that technology is trying to do and the larger context in which it finds itself.” In the following interview, Bell discusses her experience as a ‘Thinker in Residence’ and how anthropology concepts can be used to make tech more consumer centric.”

(Jenn Webb a.k.a. @jennwebb ~ O’Reilly Radar)

Using Scientific Knowledge to Bring Structure to Design Problems

The need for a scientific foundation of what we do expressed differently.

“Experience design, especially interface design, is perhaps one of the most fertile fields for the idea of scientific design. (…) In this article, we discuss three examples of solid scientific knowledge that are often applied to interface design. In our view, the translation of scientific findings into design practices is not always as straight-forward as we wish it would be. The concept of scientific knowledge refers to convictions about the world that have been reached through controlled processes of inquiry and investigation and that, in principle, are not influenced by arbitrary conventions, personal preferences, or individual interests. Scientific knowledge is derived from systematic observation that gradually leads to an understanding of reality that must be valid for everyone.”

(Gabriela Trindade Perry and Suely Fragoso ~ UX Magazine)

Shoes, Cars, and Other Love Stories: Investigating The Experience of Love for Products

We not only love people, but products as well. And they don’t talk back, sort of.

“People often say they love a product. What do they really mean when they say this, and is this a phenomenon that is relevant to the field of design? Findings from a preliminary study in this thesis indicated that people describe their love as a rewarding, long-term, and dynamic experience that arises from a meaningful relationship built with products they own and use. Inspired by existing approaches to the experience of love from social psychology, research tools are developed for the closer study of person-product love. Using those tools the research in this thesis investigates how person-product interactions are linked to the experience of love and how these influence love over time. The findings reveal how the experience of love arises from person-product relationships, how love relationships develop over time, and which factors can provoke change in the love experience and love relationships over time. These findings present opportunities for design researchers and designers to foster rewarding experiences and long-lasting person-product relationships. Person-product love relationships can bring emotional rewards that benefit people’s wellbeing and stimulate sustained efforts to keep loved products for longer.”

(Beatriz Russo ~ Technical University Delft)

The Ghost Hunter’s Guide to User Research

Some handy tips and tricks from the ghost hunter.

“It was never my childhood dream to become a usability professional. In kindergarten, I didn’t observe the other kids playing with their toys and think of ways to improve them. I didn’t yearn to perform heuristic evaluations, usability tests, and contextual inquiries. Don Norman wasn’t my Mister Rogers and Jakob Nielsen wasn’t my Captain Kangaroo.”

(Jim Ross a.k.a. @anotheruxguy ~ UXmatters)

Design Research and Research Design

Looking into understanding from an art perspective is always interesting.

“Much of design is informed by research of some sort; research, on the other hand, is almost never informed by design. Over the past several months, my students and I have built a curriculum centered around the idea that research and design are two sides of the same coin. We took it for granted that research can inform design; what took us by surprise was the great extent to which design can, in turn, enhance research.”

(Kevin Walker ~ Design Observer)

Do you make these 4 mistakes when carrying out a usability review?

Following review recipes (a.k.a. tips, do’s and dont’s) means you’re following algorithms; if you follow anything, let it be heuristics.

“When properly carried out, usability reviews are a very efficient way of finding the usability bloopers in an interface. But there are four common mistakes made by novice reviewers: failing to take the user’s perspective; using only a single reviewer, rather than collating the results from a team; using a generic set of usability principles rather than technology-specific guidelines; and lacking the experience to judge which problems are important.”

(David Travis a.k.a. @userfocus)

Reliability and Dependability in Usability Testing

“Usability testing is a form of user research, in so far as it allows you to make conclusions about a large population based on observations of a small sample of that population. Essentially, we try to assess our products’ suitability for our marketplace – as well as its usability for the population of interest – by testing it with a group of typical users. Usability testing often involves both quantitative and qualitative data – either of which can be subject to misunderstandings. This column discusses principles of rigorous research as they apply to usability testing, with an emphasis on reliability and dependability.”

(Mike Hughes ~ UXmatters)

Measuring information behaviour performance inside a company: A case study

“Measuring information behaviour performance to provide practical guidance for knowledge workers is an important issue for the success of a company. Drawing upon the literature from psychology, marketing, management and information systems, this paper develops a practical model of information behaviour that provides fundamental determinants of knowledge workers’ performance.”

(Yujong Hwang ~ Information Research, 16(2)

Comparing User Research Methods for Information Architecture

“In this column, I’ll summarize and compare the latest generative and evaluative methods for IA user research. The methods I’ll examine include open card sorting, Modified-Delphi card sorting, closed card sorting, reverse card sorting, card-based classification evaluation, tree testing, and testing information architecture with low-fidelity prototypes. I’ll cover the advantages and disadvantages to consider when choosing between these methods, when it makes sense to use each method, and describe an ideal combination of these methods.”

(Jim Ross ~ UXmatters)

Capturing Meaningful and Significant User Experience Metrics

“How many times have you wondered how you can collect meaningful and significant metrics to validate your research? Many researchers struggle with this same dilemma on a daily basis. For example, how can we know the magnitude of the issues we are detecting in a traditional usability lab study? Surprisingly, there are many ways to capture useful UX metrics if you have the knowledge of what solutions to use and how to use them.”

(Kim Oslob ~ UXmatters)

UX Analytics: Getting a Quick Win (2/2)

“First, consider what is the most critical action you want your customers to accomplish on your site – what is your primary conversion? For an ecommerce site, the purchase that a thank – you confirmation represents is commonly the key conversion. From there, work backward to determine the key steps a user takes to get to that conversion point. In checkout, it might be – in reverse order – order confirmation, order review, shipping/billing/payment information, and adding a product to the shopping cart.” (Kristi Olson ~ UXmatters)

How Design Thinking Can Help Prevent Another Mortgage Bubble

“Here was a chance to remake a tool that plays a vital role in the lives of hundreds of thousands of people every year. But what happened that day turned out to be much more than streamlining a critical form in the home-buying process. Even much more than the redesign of a vital ‘touch point’ within the larger ‘user experience’. What happened was that the symposium’s attendees discovered just how radical a solution Design Thinking could offer; not only to the problem of a broken mortgage process, but to public policy at its highest levels.” (Monica Bueno ~ Co.Design)

Imagine Design Create

Interview with Hugh Dubberly “Design practice does not learn. As a profession, we don’t even know how to learn. We’re stuck. Trapped in the past. Unable to move forward. Unclear on what forward might mean. Lacking mechanisms to build and share knowledge. Lacking even a model of design knowledge. In fact, the problem is so structurally embedded, so pervasive, so deep, that we don’t see it.” (Dubberly Design Office)