Qualitative Research methods Flashcards

1
Q

heuristic evaluation

A

Heuristic evaluation is a process where evaluators determine the usability of a product. This is done by measuring the interface’s compliance with the generally accepted rules or “heuristics of UX.

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2
Q

Card sort

A

a technique used to understand how users naturally categorize information into logical groups. Participants are usually given labeled cards and asked to sort them into groups that make sense to them.

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3
Q

type of card sorts

A

closed open hybrid

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4
Q

what is a closed sort

A

Participants sort information into the categories you provide them. Use this method if you want to understand your users’ mental models to build a new product or improve an existing one.

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5
Q

what is an open sort

A

Participants name their own categories and sort information into them. Use this method when you need to evaluate your existing information architecture, fix glaring problems, and clear up any confusing information.

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6
Q

what is a hybrid sort

A

Participants sort information into both categories provided by you and those created by themselves. Use this method when you have a general understanding of your user’s mental models but need more clarity in specific aspects.

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7
Q

content audit is the process of reviewing your content for what?

A

Keeping up with new information and trends
Evaluating changing user needs and behavior
Rewriting your product content for better results
Removing redundant or outdated information

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8
Q

competitor analysis

A

collecting information about competitors such as their user demographics, product features, tone, style, and language used in their content, and the visual design of their product, among other things.

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9
Q

ethnographic study

A

Ethnography in UX research involves observing users’ behaviors and tendencies in their natural environments. For example, for a vending machine maker, studying how a user operates their vending machine placed in a public place can provide insights into their likes, dislikes, and hiccups in the ordering process.

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10
Q

contextual inquiry

A

used to understand users’ interactions with complex systems and in-depth processes. During a contextual inquiry, the researcher observes a participant performing a task, just like in the case of an ethnography study. However, here the researcher also asks follow-up questions to the participants to gain more insights into their actions.

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11
Q

diary studies

A

a diary study, is a type of ethnography where participants self-report their behavior. carried out over a significantly longer duration of time.

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12
Q

participatory design

A

Asking users to visually draw out the hierarchy of their goals and needs

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13
Q

in depth interviews

A

A flexible research method where you engage one-on-one with your users. It helps you gain a deeper understanding of your users and their sentiments towards your product. It can be carried out either online or offline.

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14
Q

what is an in-depth interview used for.

A

Gather feedback about your product or feature launch
Build your user personas and understand user needs and goals
Improve your existing product
Gain specific insights on your visual design or overall user experience

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15
Q

Usability testing

A

Usability testing, also known as user testing, is a research method used to measure how easy it is to use a product. It involves getting users to perform a task or series of tasks, observing them, and gaining their feedback.

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16
Q

Card sorts are used for

A

intuitive information architecture or evaluating the existing one.

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17
Q

what is a mental model

A

A mental model is a cognitive framework or representation that individuals construct to understand and interact with the world around them. It is a mental scheme or internalized understanding of how something works, based on previous experiences, knowledge, beliefs, and assumptions. Mental models help us make sense of complex information and situations by organizing and interpreting incoming stimuli.

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18
Q

how to analyze card sort data

A

look for common patterns. Which items often appear in the same group?
Which categories often use the same name?
Which items often stay uncategorized?

19
Q

what are some example question types

A

Product opportunity questions, user introduction questions, product reaction questions, topic-specific questions, open-ended questions.

20
Q

What is a product opportunity question

A

questions can help you assess how your users feel about your product after a quick demo or after using the product for a short amount of time.

21
Q

what is a user introduction question

A

questions designed to help you fill in any gaps in knowledge you have about your users and learn more helpful details about them.

22
Q

what is a Product reaction questions

A

questions designed help you obtain suggestions and ideas from participants to improve your product.

23
Q

what is a topic specific question

A

These questions help you understand the motivations, needs, and wants of users around the topic being researched.

24
Q

what is an open-ended question

A

questions based on your research goals that are phrased in a way to avoid simple low revelation answers.

25
Q

rules of thumb for clarification questions

A

ask about specific moments, avoid leading questions, broaden questions

26
Q

how many people should partake in the usability test to assure quality outcomes?

A

5

27
Q

how many people should partake in Card sorts to ensure quality outcomes?

A

Card sorting studies require at least 15 users per group

28
Q

what is a thematic analysis?

A

make sure you tag them with relevant keywords or themes. This process, called thematic analysis, makes large volumes of data easily scannable and also reveals any patterns or trends that exist. For example, you can thematically tag positive and negative feedback from users.

29
Q

what is affinity mapping

A

Record your data on individual cards
Search for patterns and group related cards together
Give these groups a name
Log findings and insights from each group[

30
Q

10 based rules of heuristic evaluation.

A
  1. visibility of system status
  2. Match between system and real world
  3. user control and freedom
  4. consistency and standards
    #5: Error prevention
  5. Recognition rather than recall
  6. Flexibility and efficiency of use
  7. Aesthetic and minimalist design
  8. Help users recognize, diagnose, and recover from errors
  9. Help and documentation
31
Q
  1. visability of system status
A

Users should not be informed or be able to tell what state the computer is in.

32
Q
  1. Match between system and real world
A

this means The design should speak the users’ language. Use words, phrases, and concepts familiar to the user, rather than internal jargon. Follow real-world conventions, making information appear in a natural and logical order.

33
Q
  1. user control and freedom
A

Users often perform actions by mistake. They need a clearly marked “emergency exit” to leave the unwanted action without having to go through an extended process.

34
Q

4: Consistency and standards

A

Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions.

35
Q

5: Error prevention

A

Good error messages are important, but the best designs carefully prevent problems from occurring in the first place. Either eliminate error-prone conditions, or check for them and present users with a confirmation option before they commit to the action.

36
Q

what are the four parts of an emapathy map

A

says, thinks, feels, does

37
Q

what are the three key parts of journey map

A

Actor:
Scenario and expectations
Journey phases:

38
Q

6 Recognition rather than recall

A

Minimize the user’s memory load by making elements, actions, and options visible. The user should not have to remember information from one part of the interface to another. Information required to use the design (e.g. field labels or menu items) should be visible or easily retrievable when needed.

39
Q

7: Flexibility and efficiency of use

A

Shortcuts — hidden from novice users — may speed up the interaction for the expert user so that the design can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

40
Q

8: Aesthetic and minimalist design

A

Interfaces should not contain information that is irrelevant or rarely needed. Every extra unit of information in an interface competes with the relevant units of information and diminishes their relative visibility.

41
Q

9: Help users recognize, diagnose, and recover from errors

A

Error messages should be expressed in plain language (no error codes), precisely indicate the problem, and constructively suggest a solution.

42
Q

10: Help and documentation

A

It’s best if the system doesn’t need any additional explanation. However, it may be necessary to provide documentation to help users understand how to complete their tasks.

43
Q
A