UX Research Methods: Foundations Flashcards

1
Q

Usability Testing

A

Most used approach. Evaluates how easy it is to use an interface or product.

Used on any live site, piece of software or a prototype of any fidelity.
(Multiple versions of product to help choose between design alternatives)

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2
Q

Interviewing

A

Gather qualitative information from participants - ask open ended questions about their needs, goals and motivations.

Perform in natural environment (ethnographic review) to see how impacts their experience.

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3
Q

Card Sorting

A

Used to determine categorization and hierarchy when determining information architecture (open and closed)

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4
Q

Open card sorting

A

Ask participants to categorize elements that need to organize into whatever groupings they think make sense and label them.

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5
Q

Closed card sorting

A

Give people existing category and ask them to place elements within buckets

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6
Q

Tree test

A

Once navigation structure is set, ask people to find elements using your navigational structure.

All of these methods help define and refine organizational structure.

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7
Q

Eye tracking

A

Helps you learn about how people are first engaging, what draws their attention, and how they process information on a page or screen: method used equipment that creates reflection on participants eyes.

Understand actions of users without relying on memory, or ability to self report.

Learn: where users looked, how long they were looking, gaze pattern

(Can’t tell you why users were interacting the way they were)

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8
Q

Multivariate testing

A

Testing method where you create several different versions of something and compare which one does the best job at hitting your goal.

(Ex; different button colors + different positions of buttons on page)

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9
Q

A/B Testing

A

When you only change one thing in a test.

Example: testing button color

Measured by number of clicks, average order size, number of sign-ups, etc

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10
Q

Desirability Studies

A

Allows you to ensure visuals match brand goals and evoke desired emotional response.

Show participants variations of visual designs and ask them to select which words best describe each
-> list of words that best describe brand goals and their opposites
-> analyze which design best evokes most positive associations

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11
Q

Expert Reviews

A

Detailed assessments of an interface, service or product conducted by someone trained in current user experience best practices (matching expectations)

Comparing to heuristics, or predefined guiding principles

Heuristics evaluation include assessments/recommendation, comparison of notes

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12
Q

Surveys

A

Craft a list of questions designed to gather certain facts or opinions from a targeted list of people

Demographics, first-click, desirability tests

(Quickly obtain qualitative or quantitative data)

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13
Q

Diary studies

A

Longitudinal study, looking at the same variable overtime. Diary studies involve participants recording behavior, activities, thoughts in given topic overtime

Ex) giving feedback on an app and their experience with it each day

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14
Q

Participatory Design

A

Collaboration sessions between users, designers, developers and other business decision makers: exercises for specific goal or actively involved brainstorming

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15
Q

Personas

A

UX research tool to help describe different types of users an organization serves.

Research tactics help gather key user bases and main differences between their behaviors, goals, and identifying usage. Typically you’d create a summary of the persona’s key attributes, and differentiation points.

In Creating personas you need to pull data from various sources: users skills, goal, motivations, environments, key behaviors, context of product in their life

Allows to make design decisions

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16
Q

Quantitative Data

A

-represents numeric information
-ex: percentage/ratings
-objective
-statistically relevant (except for small data sets)

Types of tests: % of complaints from users, A/B tests, card sorts, surveys, click tests & eye tracking

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17
Q

Qualitative Data

A

-produces non-numeric data
> ex: emotional responses/first
impressions
-smaller efforts; directly interacting with people (through text/verbally)

Example of tests)
> usability tests
> focus groups
> interviews
> diary studies
> participatory design workshop

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18
Q

Behavioral Research

A

Research method that involves directly observing a person and their actions

(Researcher observes user interaction with software)
- UX professionals rely on behavioral research over attitudinal bc people report in attitudinal doesn’t match with what they did in behavioral research

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19
Q

Attitudinal Research

A

Research method that involves asking people to self-report their opinions (surveys, focus groups, preference tests)

(Researcher asks follow-up questions about expectations or why they made certain choices)

Ex: only valuable when users need to uninstall + reinstall software when they need new features only available in updated software

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20
Q

Moderated Research

A

When a moderator directly conducts sessions with users

(Can be more present to ask unscripted questions)

  • usability tests
  • interviews
21
Q

Unmoderated Research

A

When there is only a participant and no researcher present
(Faster than moderated sessions; shorter amount of time)

*surveys
* usability tests w predetermined Q’s

Unmoderated = make instructions clear and have Q’s that don’t lead participants

22
Q

Waterfall development model

A

Project management development model:

•Design
• Development
• Testing

(Steps do not overlap)

  • rigorous research in design/discovery phase + testing phases
  • limited opportunity to implement recommendations
23
Q

Agile development model

A

Project management development model that works in rapid, iterative cycles of launching, measuring and pivoting as needed

Values = customer satisfaction, responding to feedback/changing environments, releasing code regularly

  • able to incorporate research consistently
  • shorter timeline so may reduce scope
24
Q

Product development stage: Strategy

A

Strategy goals:
• uncovering needs/goals
• finding areas of improvement
• validating that your ideas serve a purpose

(Understanding if building the right thing)

25
Q

Product development stage: Design/Building

A

Design/Building Goals
- inform design/ development decisions
- optimize performance
- help prioritize

(Behavioral research methods= card sorts, task-based usability tests, A/B tests) ; attitudinal -> desirability tests

26
Q

Product development stage: Assessment goals

A

Assessment Goals:
- summarize trends
- uncover opportunities

(Quantitative, behavioral research techniques, A/B testing, usage analytics to understand trends)

(Qualitative methods: interviews, usability testing, to uncover issues/gaps and find opportunities)

27
Q

Ideal number of participants per group

A

5 per group

28
Q

Proto-personas

A

Descriptions of assumptions that you can use as hypothesis in your research.

(Aligns team on existing knowledge/guesses)

29
Q

User Experience

A

Involves crafting what you build for specific people who have particular sets of knowledge, experience, and outlooks

Ex) business app tracking
-Frequent business travelers:
need to always upload multiple receipts
-Office workers:
Only purchase software for company, set aside x1 each month to process everything

30
Q

Screener

A

Very specialized survey designed to identify who you want to speak to

> keep short
only identify key information
ask questions w defined answers (multiple choice - yes/no rather than open ended)

> via email, phone

31
Q

Closed question

A

Questions where a set of answer choices are given (select)

  • useful for quantitative data
    > how someone rates ease of use
    of a certain software
32
Q

Closed question

A

Questions where a set of answer choices are given (select)

  • useful for quantitative data
    > how someone rates ease of use
    of a certain software
33
Q

Open ended questions

A

Questions without predefined answers

-more exploratory; allows users to give details + context that even most experience researcher would not think to ask about
-harder to organize data; but richer qualitative data

34
Q

Open ended questions

A

Questions without predefined answers

-more exploratory; allows users to give details + context that even most experience researcher would not think to ask about
-harder to organize data; but richer qualitative data

35
Q

How long should unmoderated sessions be?

A

5-20 minutes

  • 5 min survey
  • 20 min usability test
36
Q

How long should moderated sessions be?

A

Up to 1 hour

37
Q

Analysis tips

A

1) organize data
2) immerse yourself in data
3) identify valuable pieces of information
4) label insights with relevant codes/tags
5) Debrief with team members

38
Q

Synthesizing Quantitative Data

A

Synthesis = numeric computations (averages, percentages)

> most don’t need rigorous statistical analysis in UX research contexts
built in quantitative tools
don’t just trust calculations but FULL picture

39
Q

Synthesizing Qualitative Data

A

Organize qualitative data with a variation of card sorting to help organize findings

> look at each point, grouping related points together + labeling groupings to create themes / categories

  • use core goals as initial categories; leave room to create new ones *
40
Q

Tips for creating a Report

A

1) include executive summary
2) Add visuals + text
3) Add emotional quotes/photos of participants
4) Link research plans, related sites, summaries of previous research

41
Q

What does it mean to reassure participants at the beginning of every moderated session?

A

Reassure that there are no wrong answers, we value their opinion, and “my job is to uncover insights good and bad”

42
Q

What should you do at the beginning of every moderated session?

A
  • reassure participants
  • stay neutral
  • Encourage participants to think aloud
  • Encourage them to articulate their thoughts throughout the course of session
43
Q

Boomerang

A

Replying to a question with a neutral question

Example)
Participant: “Would I have to sign up for an acct to buy this?”

Researcher(me): “What do you think?” “What would you try if you were at home?”

44
Q

Echoing

A

When a participant doesn’t ask a specific question but seems lost, use echoing.

Echoing is repeating back what a participant said in question form.

Example)
Participant: “Well, I’m looking for a register button but I’m not sure if, well, I don’t see….”

Researcher (me): “You don’t see……?”

45
Q

5 - Why’s Technique

A

Asking “why” in response to open-ended questions, usually up to five times (vary wording to more approachable)

  • Follow up questions open-ended to get more context
46
Q

Best insights in moderated research

A

Best insights come from allowing participants to lead conversations in new directions.

-Listen closely to what participants saying, allows to come up with follow up questions that dig deeper/wider than original scope

47
Q

What is crucial with unmoderated sessions?

A

The introduction is crucial to set expectations and help participants feel comfortable and primed to share

48
Q

What are the steps in unmoderated research?

A

1) Reassure participants
2) Set clear expectations
3) Incorporate instruction reminders
4) Simplify wording

49
Q

Why should you pay attention to flow on tasks in unmoderated research?

A

Prioritizing order in a way that feels natural to participants so they don’t relay back information that is inaccurate (bc of flow).

Example of good flow:
Search products -> check out

Larger goals into smaller tasks

1) find size
2) find preferred color
3) find particular style