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The following is a short extract from our new book, Researching UX: User Research, written by James Lang and Emma Howell. It's the ultimate guide to user research, a key part of effective UX design. SitePoint Premium members get access with their membership, or you can buy a copy in stores worldwide.
This next section is going to get a bit theoretical. Don’t worry: we’ll show you how to apply it later in the chapter. For now, though, you need the basic building blocks of research design.
In this section, we’re going to run through 10 concepts. Some may already be familiar to you, others less so. They are:
The research process involves collecting, organising and making sense of data, so it’s a good idea to be clear what we mean by the word ‘data’. Actually, data is just another word for observations, and observations come in many forms, such as:
But how do you know what’s useful data, and what’s just irrelevant detail? That’s what we’ll be covering in the first few chapters, where we’ll talk about how to engage the right people, and how to ask the right questions in the right way.
And how do you know what to do with data when you’ve got it? We’ll be covering that in the final two chapters about analysis and sharing your findings. In particular, we’ll be showing you how to transform raw data into usable insight, evidence and ideas.
When it comes to data analysis, the approaches we use can be classified as qualitative or quantitative.
Qualitative questions are concerned with impressions, explanations and feelings, and they tend to begin with why, how or what. Such as:
Quantitative questions are concerned with numbers. For example:
Because they answer different questions, and use data in different ways, we also think of research methods as being qualitative or quantitative. Surveys and analytics are in the quantitative camp, while interviews of all sorts are qualitative. In general, you’ll be leaning on qualitative research methods more, so that will be the focus of this book.
The kind of research will depend on where you are in your product or project lifecycle.
If you’re right at the beginning (in the ‘discovery’ phase), you’ll be needing to answer fundamental questions, such as:
If you’re at the validation stage, you have a solution in mind and you need to test it. This might involve:
What this all means is that your research methods will differ, depending on whether you’re at the discovery stage or the validation stage. If it’s the former, you’ll be wanting to conduct more in-depth, multi-method research with a larger sample, using a mix of both qualitative and quantitative methodologies. If it’s the latter, you’ll be using multiple quick rounds of research with a small sample each time.
At the risk of confusing matters, it’s worth mentioning that discovery continues to happen during validation – you're always learning about your users and how they solve their problems, so it's important to remain open to this, and adapt earlier learnings to accommodate new knowledge.
Research is pointless unless it’s actually used. In some cases, the purpose of research is purely to provide direction to your team; the output of this kind of project is insight. Perhaps you want to understand users’ needs in the discovery phase of your project. If so, you need insight into their current behaviour and preferences, which you’ll refer to as you design a solution.
Often, though, you need research to persuade other people, not just enlighten your immediate team. This can be where you need to make a business case, where your approach faces opposition from skeptical stakeholders, or where you need to provide justification for the choices you’ve made. When you need to persuade other people, what you need is evidence.
And sometimes, your main objective is to generate new ideas. Where that’s the case, rigorous research is still the best foundation, but you’ll want to adjust things slightly to maximise the creativity of your outputs.
Research is great at producing insight, evidence and ideas. But… methodologies that prioritise one are often weaker on the others, and vice versa. It’s much easier if you plan in advance what you’ll need to collect, and how, rather than leaving it till the end of the project. The takeout: you should think about the balance of insight, evidence and ideas you’ll need from your project, and plan accordingly.
When it comes to planning your approach, bear in mind your analysis process later on. If you give it thought at this stage, you’ll ensure you’re collecting the right data in the right way. We talk about this more in Chapter 8.
Validity is another way of saying, “Could I make trustworthy decisions based on these results?” If your research isn’t valid, you might as well not bother. And at the same time, validity is relative. What this means is that every research project is a tradeoff between being as valid as possible, and being realistic about what’s achievable within your timeframe and budget. Designing a research project often comes down to a judgement call between these two considerations.
Let’s look at an example. You want to understand how Wall Street traders use technology to inform their decision-making. If you were prioritising validity, you might aspire to recruit a sample of several hundred, and use a mix of interviewing and observation to follow their behaviour week by week over several months. That would be extremely valid, but it would also be totally unrealistic:
Undaunted, you might choose to balance validity and achievability in a different way, by using a smaller number of interviews, over a shorter duration, and appealing to traders’ sense of curiosity rather than offering money as an incentive for taking part. It’s more achievable, but you’ve sacrificed some validity in the process.
Validity can take several forms. When you design a research project, ask yourself whether your approach is:
Takeout: You want your research approach to be as valid as possible (ie, representative and realistic, as well as focused on questions that are knowable and memorable) within the constraints of achievability. Normally, achievability is a matter of time and budget, which leads us to…
Imagine you were considering changing a paragraph of text on your website. In theory, you could conduct a six-month contextual research project at vast expense, but it probably wouldn’t be worth it. The scale of investment wouldn’t be justified by the value of the change.
Continue reading %Understanding the Core Concepts of User Research%
The following is a short extract from our book, Designing UX: Prototyping, written by Dan Goodwin and Ben Coleman. It's the ultimate guide to prototyping. SitePoint Premium members get access with their membership, or you can buy a copy in stores worldwide.
There are no rules for making paper prototypes––that is what's great about it. You need materials that are commonly found in any home or office, but if you have to buy them, they are relatively inexpensive.
At the very least you'll require paper and a pen––this low barrier to entry is one of the best aspects about this approach. For more complex and interactive prototypes, though, you'll need a bigger arsenal, and if you're running workshops or doing a lot of prototyping, assembling a toolkit of the following items is a good idea.
We'd suggest the following items when undertaking a prototyping session:
Items that are nice to have include:
We’ll look at the possibilities involved in using different materials later in the chapter.
Strictly speaking, you could just dive in and start making; however, a process we’ve found helpful at fffunction is to think outward-in, focusing on increasingly smaller pieces as you go, such as:
What size viewport or device are we designing for in this instance? Any available user research may inform this. Analytics data will indicate what an existing audience may prefer to use. A goal of the design work could be to prototype an improved experience on small-screen devices.
An A4- or US letter-sized piece of paper is suitable here, where you could use different orientations to mimic the device, such as landscape for a desktop or laptop. If you want a more realistic source, you could print out a browser frame graphic.
A5- or US half-letter-sized paper should suffice, although if you're designing for a large tablet such as the Apple iPad Pro (12.9 inches), you might want to stick with the A4/Letter size. Again, you can choose an orientation depending on what you expect the user to have. If you want to make this more realistic, creating a dummy device is an option. The most lo-fi approach would be to draw it on a piece of card and cut out a hole where the screen would be, as depicted below.
Laser-cut and 3D-printed devices have been created specifically to help use paper prototypes in a more natural way, allowing the prototype to be part of a device.
As with the previous examples, you can sketch directly onto paper: A5- or US half-letter-sized, index cards, or sticky notes, and use different orientations. There are more options available for mobile devices, though, than any other form.
You could make a cellphone border with a cutout window for the screen, or use cards laid on top of the device to act as different screens.
As mentioned, there are also laser-cut and 3D-printed device models available. The figure below shows a laser-cut plywood phone model that we use in our work.
Plastic or card model devices with a channel to insert pieces of paper to simulate scrolling are also available. You could even place all the screens on a long piece of paper and slide it around to simulate navigation.
Another option is to use a small spiral-bound notebook to flick between screens, with tabs or colored dots forming navigation elements, as seen below. This is a nice approach as it mimics how people use their cellphone: held in one hand while the other taps it to interact.
Now we'll define what screens are required to communicate the design. It’s helpful to consider what steps in the journey the user will take. We can develop a list from existing work such as user journeys, task models, sitemaps, information architecture, or a functional specification. Some of this was covered in the Gather Resources section of Chapter 2, to which you can refer back if you need a refresher. Once you've developed a list, you can start to think about what elements will be required for each screen.
If you don't know the screen size, or have an incomplete picture of what you are designing, sketching the steps out on cards can be useful for working a product at a high level before going into more detail. We'd recommend beginning
with smaller A5 or index cards to help you focus on the individual interactions on each screen; aiming for one purpose per screen is a good way to start. You can then arrange them on a table to experiment with different flows through a process.
When looking at the elements that make up your screen, consider how users will interact with them during the prototype process. What needs to happen when they touch that element?
In some cases, you may have a consistent interface with only one window changing based on interactions around it. A simple example would be a menu in a left-hand column that changes the content of the right-hand column. This could be represented with the same card on the left, and separate cards for each piece of interchangeable content on the right, as shown below.
All the elements you've established will each be interactive at various points. There’s a challenge here in how to replicate that functionality with paper. Again, there’s likely to be no “right first time” solution to this so it’s worth experimenting with different materials and approaches.
Continue reading %How to Make Paper Prototypes%
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