The post Best Design Conferences in 2024 appeared first on Studio by UXPin.
]]>One of the best things about being a part of the design community is that most designers love to exchange ideas, spread knowledge, and share their experiences regardless of their seniority level. You can be a starting designer or an established thought leader, and it’s almost a given that you find a design conference that may teach you something new.
What’s also great about UX conferences is that not all of them target the UX/UI community, but the people who work with them on a daily basis. Product managers, developers and other professionals who work closely with design can find an event for themselves.
Increase design maturity with UXPin Merge. Build a more collaborative design process and bridge the gap between designers and devs by using a single source of truth in your prototypes: interactive components. Discover more about UXPin Merge.
QRCA stands for Qualitative Research Consultants Association. The conference covers research methods, tools, and lessons that will prepare designers for the next era of qualitative research.
We will welcome the third edition of a conference dedicated entirely to research. The line up includes UX researchers from top companies: Google, Meta, Dropbox, Delivery Hero, and more.
Join Design Matters and listen to Mexican designers telling you about local design and the intersection between technology and humanity.
What about the second month of the year? We’ve found a couple of conferences that may catch your eye. Let’s see them.
Sign up to attend a virtual accessibility conference focused on building, testing, and maintaining accessible digital experiences.
Product conference that concerns itself with sharing the product success stories from tech product professionals at Silicon Valley’s top tech companies.
Learn about what is going on in the world of user experience in this AI-driven era.
At the same time as ConveyUX, there’s a Human-Computer Interaction Conference hosted in Rome, Italy. Join to discuss HCI matters in an interdisciplinary environment.
A great meeting place for people interested in discussing the impact technology has on our daily lives and UX meaning.
One of the design conferences by Clearleft will be hosted in New York.
It’s the 10th edition of annual “Human Experience” conference. This year it will examine overconsumption and tackle de-growth.
Interested in AI for design? If so, you can’t miss out on this conference! It focuses on the advances at the intersection of Artificial Intelligence (AI) and Human-Computer Interaction (HCI).
Join other professionals who design websites and web apps and learn about weaving artificial intelligence into the process beyond using ChatGPT in UI design.
Who said university conferences are for students only? Join an online 2-day event organized by University of Illinois.
It’s one of the leading conferences for information architects, designers, and others who create and manage UI and information environments. This year theme is to examine the impact of AI on information architecture.
Being a brainchild of UXInsights, the largest UX research communities in Europe, UX Research Festival invites you to Breda (in the Netherlands) to hear out amazing talks about UX research.
April is full of AI conferences and Prompt UX is one of it! Travel to Berlin and discuss the impact of artifical intelligence yet again this month.
If you’re interested in subjects such as sustainability, future-oriented design, ethical design, this conference will be your cup of tea. Discuss innovative ideas and solutions during 1-day stay in Munich.
This year’s annual ACM Computer Human Interaction conference is hosted in beautiful Hawaii. It embraces the theme of Surfing the World – which means reflecting the focus on pushing forth the wave of cutting-edge technology and riding the tide of new developments in human-computer interaction.
UXDX is a popular conference for UX designers, developers and product people around the world, sharing with them collaboration ideas.
Join fellow designers in sunny Lisbon. Soak up UX knowledge, network with like-minded individual, and hone your design skills.
Organized by UXServices, this conference is a place for gathering Web3 enthusiasts and designers interested in the field. Come and join them online on Discord.
Spend one day in Stockholm to discuss user experience and customer expaerience. Great conference for business-savvy designers.
Travel to Prague, an extraordinary European city, to join fellow web designers, developers, marketers, and more discussing innovations in web design and development.
Travel to sunny Bulgaria to discuss topics connected to strategy, career growth and more.
This Polish conference has two tracks: Agile Software Development and Product Design & Management. Yet, there will be a lot of content for product designers, too.
It may be just a day-long, but the Pixel Pioneers is fully-packed with inspirational presentations from leading UX/UI designers and front-end developers.
Hosted by Design Research Society, this conference is about 4 Rs: resistance, recovery, reflection, and reimagination, which we’re sure are relevant to the state of design in 2024.
At the same time, visit sunny San Diego and join the UXPA conference may be your cup of tea. It is a design conference in the USA.
That international conference on human-computer interaction that is usually held in Gothenburg, Sweden, but this year it will be hosted in the USA. We highly recommend to attend. It’s a great treat for the interaction designers.
It’s yet another UXDX event, but this one is an Audio-Pacific version. It’s dedicated to Product, UX, Design and Development teams that want to find a way of working together.
Sharpen your skills and nurture your growth as a UX researcher, designer or writer. Meet other design professionals and explore your interests.
It’s the 16th edition of UX Australia. The conference focuses on UX, product and service design, and the surrounding disciplines of research, content, operations, management, and more.
Are you a UX Architect, UI Developer, or a Product Designer that needs to work a lot with engineers? You can’t miss this UX design conference that oh-so-smoothly merges development and design.
Let’s meet in Austria and discuss usability with other UX professionals and participate in talks and masterclasses where handpicked speakers share meaningful hands-on insights.
This well-known design conference advertises itself as, “Made for designers, by designers.” And it truly is so! We highly recommend you attend it.
Let’s meet in London to discuss design.
From Lisbon travel to a lovely Munich to meet like-minded UX professionals that will discuss design research, presentation, and other aspects of daily UX designer’s activities.
Come to a sunny Lisbon to participate in lively discussions on web design and development.
Creating UI for the web? Then, you must show up at this conference. Located in a beatiful Spanish city of Malaga, the conference blends the topics of accessibility, UI, UX, and front-end development.
It seems as if 2024 is going to be full of inspiring and educational content coming from the best speakers in design and product management. Have you found a conference for you? We will definitely keep you posted if any new event comes our way.
Use the knowledge that you acquired from design conferences in practice. Instead of working in siloed environment, unite your team with a single source of truth: interactive components that can be used across design and product. Discover more about it. Check out UXPin Merge.
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]]>The post UX Architect vs. UX Designer – What’s the Difference? appeared first on Studio by UXPin.
]]>A UX Architect is a person responsible for the structure of the product and user flow. She or he works on the verge of UX design and engineering. This role has emerged as the UX space is continually growing and evolving, with new UX roles and departments popping up from time to time.
We’ll explore what a UX architect does, and the roles and responsibilities for UX designers and UX architects differ and overlap. At the end of this article, we provide a brief overview of how UXPin can help UX teams collaborate effectively.
Key takeaways:
UXPin is a collaborative tool for UX experts that helps them design better UIs that are fully interactive, responsive, and accessible. Sign up for a UXPin trial today.
A user experience architect is essentially a UX specialist with a high-level view of a product or design. UX architects are concerned with the structure and flow based on in-depth user and market research.
To achieve this, UX architects will often work closely with research teams or even conduct research themselves. This research guides UX architects to make informed decisions about how a user will use the product and organize the information architecture accordingly.
Here’s a brief outline of a UX architect’s responsibilities:
Rather than creating content and assets, a UX architect organizes and arranges content to best serve the user. This organization falls into three categories:
UX architects must organize the content on each page and determine where to add titles, subheadings, links, and navigation to help users find what they’re looking for.
Information architecture arranges a product or website’s hierarchy, sitemaps, and navigation. These crucial elements determine how easy and accessible an app or website is to use.
UX architects create wireframes and low-fidelity prototypes for internal UX teams to use as an architectural reference for designing a product or website.
UX teams will only use these mockups for design purposes and usually won’t use them for usability studies or sharing amongst stakeholders.
A UX designer is a broad term encompassing design and research roles. But in the context of a UX designer vs. a UX architect, the designer is responsible for designing user interfaces. Ultimately, a UX designer makes a product usable.
A UX designer will take a UX architect’s wireframes, prototypes, and architectural instructions and turn them into a high-fidelity prototype that resembles the end-product the most out of every design deliverable. UX designers also work with UX researchers as well as content designers to determine which fonts, colors, buttons, and other design elements to use.
UX designers are responsible for early research and creating user personas. Larger organizations might have a dedicated UX researcher or team, but they still fulfill a UX design role.
User personas tell UX designers about the user’s demographic information, motivations, desires, potential responses, and more to design user interfaces that accommodate these user needs.
UX designers create wireframes and mockups for the product’s pages and flows with initial user research and the UX architect’s information architecture.
UX designers also look at the UX architect’s sitemap to link the pages and navigation to make working low-fidelity and high-fidelity prototypes.
Research teams will use these high-fidelity prototypes for usability studies to learn how users interact with the final product.
Where companies don’t have a dedicated research team, UX designers conduct the necessary usability studies. This crucial part of UX design provides UX designers with valuable feedback on how users will interact with the final product.
With the results from usability studies, UX designers tweak their designs to improve the user experience.
The most significant difference between a UX architect and a UX designer is that the UX architect looks at the bigger picture while the UX designer focuses on the details.
The UX architect focuses on navigation and user flows while the UX designer creates the user interfaces and interactions for each screen or page.
While both UX architects and UX designers review research, the UX architect considers what features and content the user needs. In contrast, the UX designer wants to know how the user will interact with these elements.
We can summarize the roles of a UX architect vs. a UX designer as follows:
It’s important to note that a UX designer performs the UX architect’s responsibilities in many companies, especially small businesses.
Where these roles are split, the UX designer is often referred to as a UI designer (user interface designer) because they focus on the interfaces and interactions.
A UX architect is a UX specialist in information architecture rather than focusing on design.
UX architects and UX designers work closely on content. The UX designer focuses on the content’s details while the UX architect decides how to structure the content. To get this right, designers and architects must work closely together.
The following workflow is a broad overview to show the separation of responsibilities between a UX architect and a UX designer.
With each team focusing on different design aspects, separating the UX/UI designer and UX architect roles can improve the quality and efficiency of a product or website.
There might not be enough work for a dedicated UX architect for smaller projects and cash-strapped startups. It’s important to note that UX designers are capable of fulfilling a UX architect’s role.
As projects scale, information architecture becomes complex and time-consuming to manage. In situations like this, a UX architect is critical to a project’s success.
While agencies generally work in small teams, they often work on multiple apps and websites for clients. Having a UX architect can help to streamline productivity by handing UX designers all the information they need to start building immediately—effectively creating a tech production line.
Businesses should ask a series of questions to determine if they need a UX architect:
UXPin is a powerful design tool for UX teams to build better products collaboratively. UX architects can use UXPin to create layouts, wireframes, and lo-fi prototypes, with comments for guidance and context.
UX designers can use this information to design beautiful screens and interfaces with mockups to present to stakeholders and use for usability studies.
Get a free UXPin trial and see how this design tool can help your UX teams collaborate effectively to build better products for your customers. Try UXPin today.
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]]>The post 8 Fullproof Methods of Collecting In-App Feedback [+Tools] appeared first on Studio by UXPin.
]]>In-app feedback is a user review or rating of their experience with an app that’s collected while the user performs a task in the app. Designers or product managers place a widget or a pop-up in the app to learn what a user thinks and feels about the app. It helps to streamline app UX and prevent user churn.
In this article, we will discuss best practices, tools, and techniques for collecting in-app feedback. Let’s start.
Key takeaways:
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In-app feedback is a user opinion collected within an application that sheds light on user experiences, preferences, and potential pain points. Unlike external surveys, social media, or app ratings, this feedback captures real-time reactions and user insights, giving product teams a contextual understanding of how people interact with specific app features.
Organizations leverage in-app feedback to find opportunities for improving UX, ensuring their solutions align seamlessly with user expectations and enhance the overall customer experience.
Prioritizing in-app feedback means valuing genuine user experiences over assumptions and ensuring product managers implement changes based on user needs. These user-centric improvements increase customer satisfaction leading to increased retention while reducing churn.
In-app feedback provides an unfiltered channel into the user’s thoughts and feelings. This first-party data is invaluable as it allows product teams to capture app users’ sentiments directly where interactions occur, fostering a clearer understanding of user satisfaction and areas of friction.
Real-time in-app feedback offers immediacy other collection methods can’t. Users can instantly communicate issues, delights, or confusion, allowing product teams to address concerns without delay, ensuring an agile response to user needs.
Contextual feedback is highly valuable for UX research and understanding the user experience “in the moment.” We humans tend to forget. So interviewing someone a few days or weeks after their experience may differ from when it’s actually happening.
In-product feedback gives teams a contextual perspective on how users navigate, interact, and react to specific features, shedding light on potential improvements and innovations.
In-app surveys and questionnaires let you pose targeted questions to users as they navigate, extracting specific insights. For example, after a user completes a new feature or flow, a quick survey can assess their experience.
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These embedded tools within your app interface offer users a quick way to provide feedback, including net promoter score (NPS) and customer satisfaction score (CSAT). For example, post-onboarding, a thumbs up/down button can gauge whether users feel confident about using the product.
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These tools allow users to capture specific app screens and highlight issues or areas of interest, offering visual context. For example, a user encountering a display glitch can screenshot the error and instantly report it.
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Recording user sessions captures real-time interactions, providing a step-by-step view of a customer journey. This data is valuable when diagnosing unexpected user drop-offs.
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Heatmaps visualize where users tap, swipe, or linger on your app screens, indicating areas of interest or confusion. For example, a hotspot might reveal an unintentional focal point.
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Product teams can leverage AI chatbots to gather feedback by conversationally interacting with users.
For example, post-interaction, a chatbot might ask, “Was this solution helpful?”
In time, these AI chatbots will get more advanced and notice patterns where users struggle. For example, “I noticed you spent a long time completing the form; was everything ok?”
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In-app bug reporting tools allow users to immediately report issues they encounter, streamlining the feedback-to-fix journey. If an app crashes, a prompt might appear asking for feedback.
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Channels like feedback forms, in-app messaging, and customer support allow product teams to learn about users and their pain points. Beyond troubleshooting, these mobile app feedback channels enable users to voice concerns, provide suggestions, or seek clarity on app functionalities.
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Position feedback prompts where they’re most relevant, ensuring they resonate with users’ in-app experiences. Avoid disrupting users during crucial tasks to increase the likelihood of participation.
For example, after completing a checkout process, a brief survey asking about the experience feels timely and relevant, maximizing the chance of user engagement. Conversely, asking the shopper while entering their payment details is poor timing, adversely impacts the user experience, and may increase abandoned carts.
Users are more inclined to provide feedback if they see a tangible benefit. Product teams can offer rewards or incentives to acknowledge the value of the user’s time and insights.
For example, offering in-game currency or power-ups in exchange for feedback on a game’s new level or feature. This incentive entices players and ensures more comprehensive feedback.
A well-crafted call-to-action (CTA) motivates users without overwhelming them. Keep CTAs clear, concise, and direct, emphasizing the ease and benefit of providing feedback.
For example, instead of a generic “Give Feedback” button, use “Help Us Improve in 30 Seconds!” This CTA offers a clear timeframe, making users more likely to engage. Content designers can help you find the best CTA for your case.
When collecting feedback, value the user’s time. Ensure that prompts, questions, and surveys are clear, concise, and easy to navigate. A user who encounters a straightforward and brief survey is more likely to complete it, ensuring you get the insights you need without frustrating them.
Clearly communicate the purpose of collecting feedback and how the organization uses this data. Users are more inclined to share insights when they know their data is secure and won’t be misused.
For example, a simple statement, “We value your privacy. We use your feedback to make app improvements and never share this information with third parties,” builds trust.
Feedback tools aren’t a set-and-forget; they require ongoing refinement. Regularly test these tools to ensure they function correctly and resonate with users. A continuous iteration of analyzing, modifying, and retesting ensures your feedback mechanisms remain effective and user-friendly.
Evaluate user responses based on relevance, frequency, and potential impact on user experience. Designers must also consider the product roadmap and objectives when prioritizing what to tackle first.
Addressing the most pressing issues first ensures you tackle users’ most significant pain points and enhance the overall user experience.
After acting on feedback, inform respondents about the changes made. This follow-up shows appreciation for their input and reinforces trust in your commitment to improvement–they know your messaging about improving the app is sincere, and they’re more likely to give feedback again.
For example, when releasing an app update, highlight “Improvements made based on your feedback!” in the release notes. This simple acknowledgment fosters a stronger relationship between users and product teams.
UXPin’s advanced features allow product teams to build prototypes that accurately replicate the final product experience. They can use customer feedback to simulate problems or usability issues and develop effective solutions. Designers can preview prototypes in the browser or via UXPin Mirror (available for iOS and Android) for mobile app testing.
Some of UXPin’s advanced features you won’t find in traditional image-based design tools:
UXPin’s IFTTT integration allows design teams to connect APIs and simulate real-world product experiences, workflows, and use cases–like sending a notification email or adding an event to a user’s calendar.
Use these and many other features to build your first fully interactive prototype with UXPin. Sign up for a free trial.
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]]>The post What is User Feedback? appeared first on Studio by UXPin.
]]>User feedback is collecting opinions of real users about their experience of using the product that designers want to create or already created.
After people use the product, they share what they like about it or what was confusing. Such information helps designers understand the user’s perception of the product and make it more enjoyable and useful for the people who use it.
Get accurate user feedback using advanced prototypes during the design process to iterate and improve before the product development phase. Create your first interactive prototype with UXPin. Sign up for a free trial.
User feedback in UX design is direct user input about a product’s design, functionality, and overall experience. This feedback informs product managers about what works, what doesn’t, and potential improvements.
Rather than relying on assumptions or theoretical models, UX or product designers use this feedback as a foundation to refine and enhance designs, ensuring they align with user needs and expectations.
User feedback guides the design process, ensuring the team’s solutions align with user needs and expectations. Here are several reasons why feedback is essential:
User feedback is not a one-time event; it’s a continuous process that guides and influences the design process from the initial concept to the final product. Here are some typical scenarios at various stages of the UX design process:
These are the common types of user feedback methods designers use throughout the design process.
When: During the ideation and prototyping stages.
User interviews dive deep into users’ needs, behaviors, and experiences. Designers engage in one-on-one discussions to gain insights beyond surface-level responses, uncovering nuanced details that quantitative methods might miss.
When: During the ideation and post-launch stages.
Surveys and questionnaires offer a way to efficiently gather feedback from larger user groups. Designers pose targeted questions to pinpoint specific areas of interest or concern, making it easier to chart refinements.
When: During the prototyping and testing stages.
Usability testing allows designers to observe users interacting with a product or prototype. This method offers a clear view into where users struggle, succeed, or get confused, giving designers actionable feedback to enhance functionality and flow.
When: Utilized post-launch.
In-app feedback buttons–Net Promoter Score (NPS), Customer Satisfaction Score (CSAT), etc.–and feedback forms embedded within a product offer users an easy avenue to share their thoughts in real-time. This continuous feedback loop helps designers address pain points and make iterative improvements.
When: Across all stages, especially post-launch.
Understanding user behavior through in-product tracking and analytics tools (Hotjar, Google Analytics, etc.) becomes vital. By observing how users navigate, what features they use most, and where they drop off, designers gain a holistic view of user patterns, informing design choices and revealing areas for improvement.
Prioritizing user research requires a systematic approach to figure out what to tackle first:
Spotting patterns in user feedback is essential for refining UX design effectively:
Once you’ve prioritized feedback and identified patterns, it’s time to incorporate feedback:
Open-ended questions allow users to express their feelings, perceptions, and experiences in their own words. These questions delve deeper, extracting qualitative feedback that helps designers grasp the ‘why’ behind user behaviors.
For example, instead of asking, “Did you find the navigation easy?” (a closed-ended question), you could ask, “How did you feel about the navigation experience?” This framing allows users to elaborate, share nuances, and provide richer feedback.
Leading questions nudge users towards a particular response, contaminating genuine feedback. They often introduce bias, making it challenging for designers to capture unbiased opinions. It’s vital to phrase questions neutrally to ensure the feedback remains unbiased by any presuppositions.
For example, instead of asking, “Do you think our new homepage looks better?” a neutral question would be, “How do you feel about the changes to our homepage?”
Creating an environment where users feel comfortable sharing both positive and negative feedback is crucial. Assure users that their opinions, whether good or bad, are valuable and will improve the product. It’s beneficial to emphasize that constructive criticism is welcome.
For example, instead of asking, “How was your experience with our platform?” you could frame it as, “We’re looking for ways to improve. Could you share what you liked and where we can improve?”
Precise questions can lead to more actionable insights. Vague questions might leave users confused or unsure about how to answer. You can extract detailed feedback that directly informs your design decisions by targeting specific aspects or functionalities of your design.
For example, rather than asking, “Do you like our website?” a more specific query might be, “What are your thoughts on the checkout process on our website?” This framing narrows the focus and prompts users to think about that feature.
A music streaming app was facing consistent drop-offs on its sign-up page. User conversion remained suboptimal despite an intuitive interface and a compelling value proposition. The UX team initiated user interviews and usability testing sessions to get to the root of the issue.
During these sessions, a recurring theme emerged: users felt overwhelmed by the many data fields they had to fill in on the registration page. Additionally, they were uncertain about how the company would use or share their data, leading to trust concerns.
The product team took several steps to incorporate this feedback:
Post-implementation, the app saw a significant rise in successful sign-ups, with a 30% increase in conversions from the registration page. Feedback loops with real users highlighted the pain points, and the swift incorporation of this feedback led to tangible improvements in user experience and conversion rates.
UXPin’s advanced design features enable design teams to create prototype experiences that look and feel like the final product. These immersive prototypes elicit high-quality, actionable feedback for designers to make accurate adjustments and fixes during the design process.
With UXPin’s Comments, designers can share feedback from users and stakeholders and assign them to specific team members for action. As designers make changes, they can resolve comments for further testing and iterating.
Collect accurate feedback with UXPin’s advanced prototypes to enhance your product’s user experience faster than traditional design tools. Sign up for a free trial to build your first interactive prototype with UXPin.
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]]>The post Assumptions Mapping – How to Remove Guesswork Out of Design appeared first on Studio by UXPin.
]]>Assumptions mapping is important because it creates awareness of team members’ assumptions and potential associated risks. By making assumptions explicit and visible, teams can critically evaluate their validity and test them through research and validation methods. This approach fosters a more user-centered, data-driven design process, improving outcomes and user experiences.
Test your user assumptions and get meaningful results with interactive prototypes from UXPin, an end-to-end design tool for creating advanced prototypes and handing them off to development. Sign up for a free trial.
Assumptions mapping is a technique used in product design to identify, analyze, and validate the assumptions made during the design process.
It involves systematically uncovering the underlying beliefs and hypotheses that influence design decisions and mapping them for better visibility. This technique removes guesswork from the design process and replaces it with evidence-based insights to develop better product experiences.
Unaddressed assumptions can lead to design failures by introducing risks and uncertainties into the design process. Designers may base their product decisions on inaccurate or incomplete information when assumptions go unchallenged and unvalidated, leading to ineffective or irrelevant solutions.
Unaddressed assumptions can result in misaligned designs that fail to meet user needs, resulting in poor user experiences and low user satisfaction. By ignoring assumptions, designers risk investing time and resources in designs that don’t address the real problems or resonate with the target audience, ultimately leading to design failures.
Unaddressed assumptions can harm user experience and product adoption. When assumptions about user behavior, preferences, or needs are left unverified, designers risk creating experiences that don’t meet user expectations. This misalignment can lead to frustration, confusion, and a lack of engagement with the product.
Unaddressed assumptions can also hinder product adoption, as users may find it difficult to understand or navigate the product due to unvalidated assumptions.
Here is a foundational framework for creating an assumptions map.
Begin by identifying the assumptions that underlie your design or product. These are your team’s beliefs or expectations about users, their behaviors, and the problem you’re solving.
It’s a good idea to hold design thinking workshops or brainstorming sessions with diverse team members to gather assumptions from across the organization. Articulate these assumptions clearly to gain a shared understanding among team members.
Once you have a list of assumptions, prioritize them based on their potential impact on the design and the level of uncertainty surrounding them. Focus on the assumptions that have the highest risk or those that are critical to the success of your design to allocate resources and attention effectively.
Visualize the assumptions using an assumptions map using a diagram, matrix, or other visual representation. This map helps you see your assumption relationships and how they interact.
The assumptions map provides a holistic view of the landscape, aiding analysis and decision-making.
For example, an assumptions map for the mobile banking app might show the interdependencies between assumptions about user security concerns, user familiarity with mobile banking, and user preferences for transaction speed.
Conduct research and testing to validate the assumptions identified in the previous steps. This process involves gathering data, user feedback, and insights to determine the accuracy and validity of the assumptions.
Designers use research methods, including user interviews, surveys, usability testing, or analytics, to gather evidence and challenge assumptions.
Affinity mapping organizes and analyzes a large amount of information or assumptions. It involves grouping related assumptions into categories or themes to uncover patterns and insights.
For example, after conducting assumption mapping sessions, the team can use sticky notes or digital whiteboards to group similar assumptions, such as user preferences, technology limitations, or market trends. This visual representation facilitates discussions and prioritization of assumptions for further validation.
Mural outlines a framework for mapping assumptions using the desirability, feasibility, and viability design thinking methodology developed by former Precoil CEO David J Bland:
This framework is also excellent for testing business ideas or developing unique value propositions. Teams map these assumptions to visualize them and identify trends, patterns, and areas of focus.
Mural’s assumptions mapping webinar provides a high-level overview of this desirability, feasibility, and viability framework and why it’s important for developing new products.
User research and feedback are essential tools for validating assumptions. Teams gather insights and data to challenge or support their assumptions by directly engaging with users through interviews, surveys, or usability testing. UX research methods like card sorting, diary studies, and service safaris can provide valuable insights into user behavior.
Data analysis and metrics play a crucial role in assumptions mapping. By analyzing quantitative data, such as website analytics or user engagement metrics, teams can identify patterns and trends that challenge or confirm their assumptions.
For example, tracking user behavior through heatmaps or clickstream data can reveal insights about how users interact with a product or website, shedding light on user flow or navigation assumptions. By using data to inform assumptions, teams can make more data-driven decisions and reduce reliance on guesswork.
Prototyping and usability testing allow teams to gather feedback and validate assumptions through real user interactions. Teams use interactive prototypes to observe how users interact with the design and gather insights about potential assumptions.
For example, usability testing can help identify assumptions about a user interface’s intuitiveness or the content’s clarity. By observing and gathering user feedback, teams can uncover hidden assumptions and iterate on the design to improve user experience.
Teams can seamlessly integrate assumptions mapping into agile and iterative design processes, enabling teams to address them at different stages of development.
For example, during the sprint planning phase in an agile workflow, the team can identify and prioritize assumptions that need validation and allocate time for research or testing activities. This iterative approach allows continuous learning and refinement throughout the design and development cycle.
Assumptions mapping is most effective when done collaboratively within cross-functional teams. You can tap into diverse perspectives and expertise by involving stakeholders from different disciplines, such as designers, researchers, product managers, and developers.
For example, conducting assumption mapping workshops where team members collectively identify and discuss assumptions fosters shared understanding and generates valuable insights. This collaborative approach ensures that assumptions are thoroughly examined and helps build a culture of shared ownership and accountability for the design’s success.
Interactive prototypes are crucial for testing assumptions, allowing product teams to simulate user interactions and gather valuable feedback early in the design process. Teams can observe how users navigate user interfaces, interact with features, and uncover usability issues or gaps in their assumptions. With UXPin, design teams can create fully interactive prototypes that look and feel like the final product.
Some of UXPin’s key prototyping features include:
Increase prototype fidelity and functionality with the world’s most advanced UX design tool. Sign up for a free trial to build your first interactive prototype with UXPin.
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]]>The post Top Methods of Identifying User Needs appeared first on Studio by UXPin.
]]>User needs are the specific requirements and expectations of users that a product or service should fulfill to provide value and enhance their experience. These needs represent users’ perspectives, goals, motivations, pain points, and other human factors.
By identifying and addressing user needs, UX designers can create relevant, usable, and possible solutions for the target audience. User needs help define the scope and direction of the product development process, influencing key decisions such as functionality, features, layout, and interaction design.
Understanding user needs also enables designers to prioritize design elements, allocate resources effectively, and make informed design decisions. Make better design decisions with UXPin’s interactive prototypes. Sign up for a free trial to explore UXPin’s advanced features.
Desk research (secondary research) is valuable for gathering information and insights to understand user needs based on existing data from various internal and external sources. This data can come from published materials, academic papers, industry reports, social media, online resources, and other third-party data sources.
Interviews are a widely used user research method that involves direct conversations with end users to gather insights, understand their perspectives, and uncover their needs.
Researchers ask questions and prompt participants to share their experiences, opinions, and expectations about a product or service. Interviews provide rich qualitative data and allow researchers to delve deeper into users’ thoughts and emotions.
Surveys and questionnaires are popular user research methods that systematically collect data from many participants. Surveys typically consist of questions designed to gather quantitative or qualitative data about users’ preferences, opinions, behaviors, and demographics.
They provide researchers with a structured approach to gathering insights from a broader audience, allowing for statistical analysis and identification of trends.
Observation and field studies are user research methods that directly observe users in their natural environment to gain insights into their behaviors, needs, and experiences.
Researchers can gather rich qualitative data that helps uncover user needs and understand the context in which people use products or services.
Focus groups are small groups of participants engaging in a guided discussion about a specific topic or product. This method allows researchers to collect qualitative data by leveraging group dynamics and participant interactions.
Participants can share their opinions, ideas, and experiences in a focus group, providing valuable insights into user needs and preferences.
Usability testing evaluates a product or interface’s usability and user experience. It involves observing users performing specific tasks and providing feedback on their interactions. Usability testing helps identify usability issues, understand user behavior, and gather insights for improving the design.
Data analysis and synthesis is a crucial step in user research that involves organizing, examining, and interpreting the collected data to derive meaningful insights.
UX researchers use qualitative analysis methods to analyze and make sense of qualitative data, such as interview transcripts, observation notes, and open-ended survey responses.
Quantitative analysis methods analyze numerical data and metrics collected through surveys, questionnaires, and quantitative research studies.
Combining multiple research methods enables researchers to validate ideas and identify user needs from various sources, providing more accurate and reliable data.
Designers analyze and interpret user research findings to identify specific design requirements that address user needs. These requirements serve as guidelines for the design process, ensuring that the resulting solutions align with user expectations and user-centered design principles.
Designers create several documents and visualizations to guide the design process, including user need statements, personas, case studies, and other UX artifacts.
Design teams also meet with stakeholders to integrate business goals and user needs. They must consider user feedback, conduct usability testing, and incorporate iterative feedback loops to achieve the right balance. This iterative approach allows designers to continuously refine their solutions based on user needs, preferences, and feedback.
UXPin’s advanced prototyping features enable design teams to build accurate replicas of the final product. These fully interactive prototypes allow designers to observe and analyze user behavior, preferences, and pain points, validating whether designs effectively address user needs.
Users and stakeholders can interact with user interfaces like they would the final product, giving designers meaningful, actionable insights to iterate and improve.
Whether you’re a startup looking to validate a new product idea or an enterprise team looking to scale your DesignOps, UXPin has a solution for your business. Sign up for a free trial to explore the world’s most advanced UX design tool.
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]]>Desk research typically serves as a starting point for design projects, providing designers with the knowledge to guide their approach and help them make informed design choices.
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Desk research (secondary research or literature review) refers to gathering and analyzing existing data from various sources to inform design decisions for UX projects. It’s usually the first step in a design project as it’s cost-effective and informs where teams may need to dig deeper.
This data can come from published materials, academic papers, industry reports, online resources, and other third-party data sources. UX designers or researchers use this information to supplement data, learn about certain markets/user groups, explore industry trends, understand specific topics, or navigate design challenges.
Desk research gives designers a comprehensive understanding of the context, users, and existing solutions. It allows designers to gather valuable insights without conducting primary research which can be time-consuming and resource-intensive.
Desk research helps designers better understand the problem space, explore best practices and industry trends, and identify potential design opportunities without reinventing the wheel while learning from others’ mistakes.
Primary and secondary research complement each other in comprehensively understanding a topic or problem. While primary research provides new first-party data specifically for a project’s goals, secondary data leverages existing knowledge and resources to gain insights.
Desk research helps designers comprehensively understand the problem or design challenge. By reviewing existing knowledge and information, designers can grasp the context, identify pain points, and define the scope of their design project.
For example, when tasked with designing a new mobile banking app, desk research can provide insights into user preferences, common challenges in the banking industry, and emerging trends in mobile banking.
Desk research allows designers to gather background information related to their design project. It helps them explore the domain, industry, target audience, and relevant factors that may influence their design decisions.
For example, when designing a fitness-tracking app, desk research may involve collecting information about fitness activities, wearable technologies, and health guidelines.
Desk research enables designers to explore existing solutions and best practices. By studying successful designs, case studies, and industry standards, designers can learn from previous approaches and incorporate proven techniques.
For example, when creating a website’s navigation menu, desk research can involve analyzing navigation patterns used by popular websites to ensure an intuitive user experience.
Desk research helps designers identify trends and patterns within the industry or user behavior. Designers examine market reports, user surveys, and industry publications to identify trends, emerging technologies, and user preferences.
For example, when designing a smart home app, desk research can involve analyzing market trends in connected devices and user expectations for seamless integration.
Desk research provides designers valuable insights that inform their decision-making and design choices. It helps designers make informed design decisions based on existing knowledge, data, and research findings.
For example, when selecting a color palette for a brand’s website, desk research can involve studying color psychology, cultural associations, and industry trends to ensure the chosen colors align with the brand’s values and resonate with the target audience.
Researchers use these methods individually or in combination, depending on the specific design project and research objectives. They select and adapt these based on the nature of the problem, available resources, and desired outcomes.
Start by defining the research objectives and formulating specific research questions. A clear goal will inform the type and method of secondary research.
For example, if you’re designing a mobile app for fitness tracking, your research objective might be to understand user preferences for workout-tracking features. Your research question could be: “What are the most commonly used workout tracking features in popular fitness apps?”
Identify relevant and reliable sources of information that align with your research objectives. These sources include academic journals, industry reports, reputable websites, and case studies.
For example, you might refer to academic journals and industry reports on fitness technology trends and user behavior to gather reliable insights for your research.
Collect information from the selected sources and carefully analyze it to extract key insights.
For example, you could collect data on user preferences for workout-tracking features by reviewing user reviews of existing fitness apps, analyzing market research reports, and studying user surveys conducted by fitness-related organizations.
Organize the research data and synthesize the findings to identify common themes, patterns, and trends.
For example, you might categorize the collected data based on different workout tracking features, identify the most frequently mentioned features, and analyze user feedback to understand the reasons behind their preferences.
Considering these desk research limitations and considerations allows designers to approach it with a critical mindset, apply appropriate methodologies to address potential biases, and supplement it with other research methods when necessary.
Secondary research is the first step. Design teams must test and validate ideas with end-users using prototypes. With UXPin’s built-in design libraries, designers can build fully functioning prototypes using patterns and components from leading design systems, including Material Design, iOS, Bootstrap, and Foundation.
UXPin’s prototypes allow usability participants and stakeholders to interact with user interfaces and features like they would the final product, giving design teams high-quality insights to iterate and improve efficiency with better results.
These four key features set UXPin apart from traditional image-based design tools:
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]]>The post Powerful Microinteractions to Improve Your Prototypes appeared first on Studio by UXPin.
]]>Well-designed microinteractions enhance the user experience by providing reinforcement and feedback. Without microinteractions, user interfaces would be dull and lifeless.
Like it or not, digital products play on human psychology. When you see the flashing “typing…” in chat or social media apps, you want to stick around to see what the person’s going to say.
These microinteractions keep users engaged, so they’re more likely to continue using the product, make a purchase, or share a positive brand experience.
Microinteractions can also distract or impede the user from completing user flows, resulting in a negative experience.
Finding the right balance comes down to UX teams testing high-fidelity prototypes with end-users through usability studies and feedback from stakeholders.
If you want to speed up the process of adding interactions, use UXPin Merge to have UX designers create high-fidelity prototypes using fully interactive components from a Git repository or Storybook. By using code-based prototypes, UX teams can test the exact microinteractions used in the final product. Get started with a free trial to experience advanced prototyping with UXPin today!
Microinteractions provide feedback based on triggers from the system (system-initiated triggers) or end-user (user-initiated triggers). This feedback helps users know when a task is completed or alerts them when action is required.
Microinteractions work in trigger-feedback pairs. First the trigger, then the feedback in acknowledgment:
An excellent example of a microinteraction we mindlessly use every day is swiping away preview notifications. If you receive a notification while using your mobile, you often swipe it, and the notification popup slides off the screen.
In the above example, we can define the microinteraction trigger-feedback as:
The notification appearing in a popup is also a microinteraction.
The notification popup is a fantastic example of a microinteraction serving more than one purpose:
To the user, microinteractions happen as trigger-feedback. But as product design teams and engineers know, there’s more happening behind the scenes.
There are four stages or parts of a microinteraction:
UXPin provides UX designers with various user-initiated triggers, including click/tap, mouse actions, and gestures. You can also set “if-then” conditions for the prototype’s next actions (including microinteractions)—similar to running a Javascript function.
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Microinteractions allow a brand to communicate with the user—providing clarity, validation, brand engagement, and more.
For example, when you pull down on your Instagram feed (or most apps), a loading animation appears at the top to indicate that the system is working to refresh the feed.
Without that microinteraction, the user wouldn’t know if the system had A, complied with their action, or B, completed the task.
Microinteractions also help guide users to take action. The most common of which is a call to action, such as the “add to cart” microinteraction that we see in eCommerce.
When a shopper adds a product to their cart, the cart icon jiggles or changes color in the header. In some cases, the cart might slide in from the side of the screen—prompting the user to checkout.
Microinteractions also enhance the brand experience. Those small moments provide the user with positive reinforcement or they are a fun animation.
A great use case for this is DuckDuckGo’s app experience. If you’ve ever used DuckDuckGo’s app, when you click Clear All Tabs And Data, a flame appears to indicate that the browser has erased your browsing history.
This microinteraction affirms DuckDuckGo’s commitment to providing users with browsing privacy and blocking tracking cookies.
The possibilities are endless when it comes to microinteractions. UX designers often have fun showcasing their creativity while designing microinteractions.
These are some of the most common examples of microinteractions and how they enhance the user experience.
Mouse hover effects are some of the most common microinteractions for desktop users. These microinteractions can provide clarity through tooltips or change the cursor to indicate a clickable element.
Hover microinteractions can also initiate or stop image carousels or preview a video, so the user can “browse” across the screen before deciding where they want to click.
Most interactions occur when a user clicks or taps an element on the screen. There are endless microinteractions and possibilities for click/tap interactions, but most of the time, they provide a way to navigate through a product or website.
Click/tap actions might trigger a microinteraction on the element, like a button press effect, triggering a page slide transition to show the user they’ve navigated to another screen—typical microinteractions for an eCommerce checkout flow.
Tap and hold microinteractions are fantastic alternatives to dropdown menus, especially for mobile devices with limited screen space. Users can tap and hold an element to get more options—usually activating a popup with some sort of microinteraction.
A perfect example is Facebook’s like button. On desktop, you can hover over the like button for more post reactions. You don’t have a mouse cursor on mobile, so you must tap and hold the thumbs up button to get the same functionality.
Apart from visual feedback that we discussed, mobile apps and gaming controllers feature haptic feedback—vibrations that correspond to a user or system action.
Games often use haptic feedback for action sequences, like when you’re getting shot or punched. These vibrations create an immersive experience where the user hears, sees, and feels what’s happening on screen.
If you use thumbprint biometrics on your smartphone, you’ll feel a slight vibration under your thumb if the authentication fails. This haptic microinteraction lets you know that you must reposition your thumb and try again.
Microinteractions are highly effective for data input and progress. Often when you create a new password, a progress bar will appear starting from “weak” and progressing to “strong” or “very strong” as you go.
The Signup or Confirm button might also remain shaded dark/unclickable and illuminate once you have created a strong enough password to proceed.
Progress bars at the top of a flow can tell users how far they still have to go to the confirmation page. The bar might animate or change a different shade as they progress to encourage completion.
UX designers often use slide microinteractions, such as scroll bar, to indicate movement or navigation. These microinteractions are most effective on mobile but also work well on desktop screens for image carousels, sales funnels, and checkout flows.
On mobile devices, swiping can replace tapping for smoother, faster navigation. Slide microinteractions work well with swipes because they correspond to the action.
An excellent example of slide microinteractions is the swipe left or right on dating apps. As the user swipes, the potential match slides off-screen. If it’s a match, the app rewards the user with “It’s a Match” microinteraction and a button or link to start chatting.
Microinteractions play a crucial role in communicating system feedback to the user. Spinning loading icons are the most common system microinteractions. These microinteractions let the user know to wait while the app or website is loading.
Without the spinning icon, the user might think the app has crashed, or they might keep clicking or tapping, resulting in multiple server requests.
Message notifications are also great examples of system feedback. The app receives a new message (from another user) and alerts you to open the app.
We’ve demonstrated the importance of microinteractions and how to use them to enhance the user experience. Like anything, less is more. Don’t overuse microinteractions or create long, unnecessary animations that slow user progress or derail users’ attention.
UX designers must use feedback from usability studies to determine where users might need microinteractions to help with navigation or if they’re missing vital instructions—like creating a strong password.
UXPin provides UX designers with Triggers, Conditions, and Interactions to create immersive user experiences for their high-fidelity prototypes.
You can also create variables to personalize microinteractions. For example, capturing a user’s name from a signup form to personalize a welcome animation when the user signs in successfully.
You can also activate page transitions, show/hide elements, toggle, set state, create an API request, and much more. UXPin provides the tools and flexibility for UX teams to exercise their creativity by building fully functioning high-fidelity prototypes.
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]]>Design teams commonly use Jakob Nielsen’s heuristics to evaluate human-computer interaction because they provide a comprehensive user experience audit.
A heuristic evaluation explores ten critical facets of a product’s user experience, allowing design teams to focus on specific usability problems within user interfaces and interactions.
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Heuristic refers to problem-solving and self-education, usually through trial and error. In UX design, heuristics describes the cognitive load or mental capacity required to make decisions and complete tasks. Designers use usability testing to evaluate heuristics and identify issues for fixing.
There are ten usability heuristics, and a heuristic evaluation assesses these to identify a product’s usability performance. These usability heuristics come from Jakob Nielsen’s (co-founder of the Nielsen Norman Group) ten general principles for interaction design which he devised in the early 1990s.
Jakob Nielsen created the ten usability heuristics based on research from two other UX and engineering experts, including:
Designers use system status indicators for a range of interactions and user tasks. For example, the battery icon on your mobile phone displays the battery life status. This battery life indicator is crucial because it informs users whether they have enough power and when to charge the device. Without it, the device would die intermittently without warning, causing frustration for end-users.
Visibility of system status is crucial for visual feedback–what happens when a user interacts with a component (click/tap, hover, swipe, etc.) or completes an action, like submitting a form? The system must provide feedback to inform the user that something is happening or that it has executed a task.
The following user interface design elements are great examples of visibility of system status:
Designers must be careful not to overwhelm users with system status updates and only provide feedback when it’s relevant and necessary.
There are two rules within match between the system and the real world:
Firstly content designers must always use obvious words and language. Facebook’s “News Feed” and “Photo Tagging” are excellent examples of speaking the user’s language. In a podcast with Lex Friedman, early Facebook exec. Chamath Palihapitiya describes how the company chose the most obvious names for Facebook’s features to ensure people knew what they did.
Connected to language are real-world conventions–mimicking real-world experiences and interactions in a digital product. For example, an eBook experience is similar to a physical book, where users can turn pages, highlight text, and add bookmarks.
Matching the system to the real world makes user experiences obvious, reducing the cognitive load required to navigate products and complete tasks. This obviousness is especially important for people learning technology, the elderly, and users with cognitive disabilities.
Designers must provide exits and offramps for users through edit, undo, redo, back, cancel, etc. The freedom for users to rectify a mistake or change their minds is crucial for a good user experience.
This freedom is especially important regarding financial decisions like purchases or changing a paid service. Giving users this freedom and control builds trust while minimizing fears of exploring a product and its features.
There are two facets of consistency and standards:
Internal consistency and standards apply to your UIs and components, usually defined by your product’s design system or design language. Designers must follow these internal standards consistently to ensure tasks and actions are always obvious to users.
External consistency and standards refer to globally recognized UX patterns. For example, the hamburger icon to open a navigational drawer or the cart/trolly icon for eCommerce websites. Breaking these conventions forces users to learn something new, thus increasing their cognitive load.
Following consistency and standards reduces the need to think about actions so that users can locate content and complete tasks with minimal mental effort.
Error prevention is one of the most critical heuristics. Errors can cause significant distress, especially for irreversible actions–for example, transferring money to the wrong bank account or accidentally deleting something.
Designers use a strategy called cognitive friction, which creates roadblocks to force users to stop and think before completing an action. For example, a dialog popup after a user clicks transfer confirming the amount, recipient’s name, bank account number, and branch code with the option to confirm or cancel the transaction.
Good user experience design creates these friction points to prevent errors and, in some cases, reverse them. For example, saving recently deleted items for 30 days.
Humans have limited short-term memory, which means we battle to retain information. Designers must make content visible or retrievable, so users don’t have to remember. For example, eCommerce platforms allow shoppers to save their delivery and billing details, so they don’t have to recall these at checkout.
This concept includes simplifying designs, so users don’t have to refer to the documentation or watch a tutorial to use a product. Designers use form labels, menu items, tooltips, placeholder text, and other reminders to help users complete tasks.
Flexibility and efficiency of use allow users to complete tasks and actions fast while providing more than one way to execute them. The best example of this principle is copying and pasting. Users typically have three options, depending on the application:
Another example for you Instagrammers is the double tap to like an image instead of tapping the heart/like icon.
When users first start using a product, they generally use the most obvious default option, i.e., the app’s navigation or icon in Instagram’s case. But as they become more confident, they use shortcuts to maximize efficiency.
User interfaces must be aesthetically pleasing and simple so users can focus on the most critical content and actions without distraction. For example, an eCommerce store wouldn’t run ads on its website because A) it would create a busy UI, and B) competitors’ ads would likely appear, taking the user to another offer.
In a bid to convert users by any means necessary, companies often have too many CTAs on their website or landing page–join our mailing list, purchase this product, follow us on Twitter, Like us on Facebook, book a sales call! Too many options overwhelm users resulting in the opposite effect–they leave!
Designers must prioritize content to support the user’s primary goal or task while eliminating irrelevant and distracting UI elements.
Error messages must do more than alert users to a problem; they must offer an easy solution to fix the problem. This snackbar example from Google’s Material Design adds an “Undo” action in case the user archived an email accidentally.
Google’s Gmail does a similar recovery action after you send an email with a snackbar allowing users to “Undo” sending–”Oh no! I forgot to add the attachment–*Undo–Thank you, Gmail!”
Other examples where designers help user recover include:
No one likes to leave what they’re doing to read documentation, but often it’s necessary to diagnose the problem and find a solution. Designers can help users by using walkthroughs, tooltips, popovers, and chat to find answers without leaving the page they’re working on.
Google Docs provides users with a help popup where they can search the product’s documentation to find a solution. Additionally, there is a link to the Google Docs community and an option to report a problem directly to Google.
The documentation must be easy to search and navigate while providing users with helpful, actionable answers. UXPin’s documentation provides users with the most searched help categories and an option to search (with autocomplete). Each section offers images, GIFs, and written instructions to help users find what they need.
With a clear understanding of each usability principle, it’s time to conduct your heuristic evaluation.
The process of carrying out a heuristic evaluation is the same regardless of the industry or nature of the design project.
First, teams define which heuristics they’ll use and the evaluation methods. These heuristics should be chosen carefully based on market research, previous user testing, and the principles of careful design.
Next, the team must select the evaluators–the usability experts responsible for the evaluation. Evaluators generally work in pairs to reduce bias and spot more usability issues. These small units must assess one heuristic at a time. Simultaneously evaluating multiple heuristics can result in errors.
Evaluators present their findings with recommended actions to fix the problems. The team collates these into one master document where they create and prioritize tasks to fix the usability issues.
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]]>The post What is Design Facilitation and How to Host Your First Session? appeared first on Studio by UXPin.
]]>Workshops and design sprints are standard in most design processes. These collaborative exercises allow design teams to get valuable input from multiple departments and stakeholders.
Design facilitation provides the essential planning and framework to ensure these exercises deliver successful outcomes. Facilitators must guide team members through various tasks and activities to achieve the activity’s goals and define the next steps.
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Design facilitation involves organizing collaborative activities like design sprints, UX workshops, ideation sessions, etc., to ensure the exercise meets its desired goals and objectives.
Rather than telling people what they must do, design facilitation provides the framework (tools, resources, methodology, parameters, and environment) for the activity to achieve successful outcomes.
These can be designer-only exercises or cross-functional activities where other departments and stakeholders come together to solve design or product problems.
These are some of the skillsets of a design facilitator:
Design facilitators are responsible for planning, running, and synthesizing results for design exercises. Here is a basic outline of the design facilitation process from planning to completion.
A design facilitator’s first step is understanding the primary goal and deliverables. This information will help determine the format (workshop, design sprint, etc.), tools, environment, and people needed to achieve the desired outcome.
The facilitator meets with design leads and stakeholders to define the purpose and goals of the activity. They use this information to determine other elements, including:
Next, the facilitator sets a date, selects the team, and books a location suitable for the exercise, keeping in mind that this might be a remote activity–for example, a remote design sprint or remote UX workshop.
The size of the team will depend on the exercise. For example, most workshops vary between 7-15 people, while design sprints generally have no more than seven participants.
Design workshops and sprints typically include a cross-functional team with designers, business experts, product managers, engineers, and other stakeholders. The aim is to get diverse perspectives and ideas for the problem you’re trying to solve.
Ideally, the facilitator wants to book a venue close to the participants. This venue might be in the company’s offices or event space nearby. Facilitator Sara Yahyaoui offers three vital tips for selecting a workshop venue:
Team members usually get advanced notice about the workshop’s date, location, and purpose.
Expert facilitator Dee Scarano from AJ & Smart recommends waiting until a few days (maximum seven days) before introducing yourself, the tools, schedule, etc., so that the information is fresh in people’s minds when they arrive.
Dee’s welcome email includes:
Dee’s Pro Tip: If you’re using tools, create a warm up exercise to familiarize them with it. For example, Dee sends a link to a digital whiteboard with post-it notes for participants to fill in their names, roles, and fun a question (i.e., what you learned from your first job ever?).
Dee’s warm up exercise gets people using the tool so they’re familiar with the basics when they arrive for the workshop.
The design facilitator’s first important task is to start on time. If people are late, you can fill them in during the first break and see if they have any questions.
Tips for opening a workshop:
With formalities out of the way, it’s time to introduce people to the schedule and exercises. Having run hundreds of workshops, Dee Scarano from AJ & Smart has a simple formula to ensure everyone understands the activity and objective:
For example:
People absorb information differently, including verbal, written, and visual instructions, so offering multiple versions will ensure everyone understands the activity and objectives.
Dee’s Pro Tip: Only give one way to complete the exercise. Through hundreds of workshops, Dee has learned that people produce the best results with specific step-by-step instructions rather than allowing them to do what they feel is best.
For example, participants must “use one sheet of paper and a black marker” for concept sketching instead of “use as many pages as you like and any colors you prefer.”
Here is an outline of a design facilitator’s responsibilities once the session is underway:
At the end of the workshop or sprint, the design facilitator must summarize and document the results with the group, so everyone agrees with the outcome and deliverables. The team might also discuss possible next steps.
Document the workshop by:
These resources offer facilitation techniques to improve your skills as a facilitator:
After most workshops and sprints, the next step is to produce a high-fidelity prototype or MVP to test and iterate. UXPin’s advanced end-to-end design tool enables design teams to build prototypes that look and feel like the final product.
With built-in design libraries, designers can go from concept to fully functioning prototype fast! They can use these immersive prototypes that produce meaningful, actionable results from user testing and stakeholders–allowing product teams to iterate faster than traditional image-based design tools.
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]]>The post What Are User Pain Points? appeared first on Studio by UXPin.
]]>User pain points are the foundation for every design project. Solving these problems creates business value while enhancing a product’s usability and desirability.
The best way to identify customer pain points is through comprehensive prototyping and usability testing. Designers use test results, plus insights from other UX research, to iterate on solutions to solve these problems.
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User pain points are the problems, friction, and bottlenecks users experience during their relationship with a product. These pain points can be directly or indirectly related to the product. For example:
While indirect pain points like network issues aren’t a result of product failure, designers must still find ways to minimize problems like this–for example, storing critical information on the user’s device for retrieval offline.
Sarah Gibbons from the NN Group describes the three levels of user pain points:
At each level are four types of pain points:
Financial pain points relate to paywalls and premium services that lock users out. While these financial pain points are frustrating, the company must make money to survive, making them necessary.
One way to alleviate these is to be transparent and avoid “tricking” or frustrating users. For example, many products allow users to start a paid task, but they must upgrade to complete it. This process wastes people’s time and amplifies the financial pain point.
Product pain points relate to quality, performance, and usability issues that cause users frustration while using a product–for example, when users struggle to complete tasks or when an app crashes.
Of the four types, product pain points significantly impact user experience, which ultimately affects other business metrics like conversion rates, retention, Net Promoter Score (NPS), and customer churn.
User research and testing are crucial for identifying and solving product pain points. Designers must also conduct regular UX audits for usability and performance issues.
Process pain points are linked to product pain points but focus on user journeys and navigation rather than individual user interfaces and usability.
The aim is to optimize these processes to ensure users can complete tasks with minimal effort. However, there are exceptions to this rule, like applying cognitive friction for critical tasks and journeys.
Customer journey maps and user testing are key to identifying process pain points and designing solutions.
Support pain points relate to how organizations answer user questions or attend to problems. If users can’t complete tasks due to product issues or comprehension, how do they find solutions?
Organizations use many support layers to help users find solutions:
Design teams must ensure users can locate these services when needed and with explicit messaging and instructions to solve problems as soon as possible.
Design teams must use several research methods to find user pain points.
User personas are a critical first step to understanding whose problems you’re solving. Personas provide design teams with a user overview, including:
Product analytics, heatmaps, and other data help design teams identify problems and bottlenecks. This data is important for understanding how, when, and where pain points occur.
User interviews help fill in the blanks and understand why users experience a specific problem. Designers ask open-ended questions to avoid biasing users’ answers resulting in accurate feedback.
These interviews also help product teams empathize with people because they can hear their frustrations, and these impact their lives.
Qualitative market research looks at user behavior within a specific market to look for problems (pain points) and opportunities. UX researchers use several methods, including:
A service safari is an immersive research method where UX designers become customers to understand product experiences from a user’s perspective. UX teams conduct service safaris on their own products or competitors to identify pain points and opportunities.
Often the best way to solve a problem is to experience it from a user’s perspective in their environment. UX researchers go to places where people use products to observe their behavior and environmental challenges.
User journey mapping enables design teams to visualize processes and pinpoint problems. Journey maps are crucial for ideation, where design teams create paper prototypes to iterate on solutions.
Customer support tickets are often a great place to find product pain points. UX designers can also use these tickets to determine whether a product release fixes the problem–i.e., customer support tickets for that specific issue stop or decline.
Product reviews are another excellent resource for identifying pain points. Designers can analyze reviews of their products to solve problems or research competitors’ products to identify opportunities.
UX teams must always rely on more than one data point for identifying problems. UX researchers must use several of the above research methods to identify, prioritize, and understand pain points.
For example, interviews are great for understanding issues from a user’s perspective but are unreliable for identifying and prioritizing pain points–the sample size is too small. A user might express an issue during an interview, but this problem isn’t reflected in the broader customer base.
User feedback is crucial for understanding user problems. UX designers have many tools for collecting this feedback, including chat, contact forms, interviews, surveys, etc.
Tools like Feature Upvote enable product teams to collect feedback and allow users to vote for the features or fixes that matter most. This feedback helps to prioritize pain points according to user needs.
Customer-facing changelogs or product roadmaps tell users you’re aware of specific issues and when to expect a solution. This transparency helps manage expectations while building brand trust.
Designers use prototypes to test user interfaces and flows at every stage of the design process. During early testing, designers use prototypes to identify pain points and opportunities. Later in the design process, designers use high-fidelity prototypes to test and iterate on solutions.
The problem with traditional design tools is they lack the fidelity and functionality to A) diagnose pain points accurately and B) determine if design solutions fix the problem. The disconnect between the prototyping tool and the final product means designers don’t get accurate results and insights.
Poor prototypes also impact stakeholder feedback, crucial for buy-in and determining if designs meet business requirements.
Unlike image-based tools, UXPin allows designers to build interactive prototypes. These immersive prototypes provide accurate testing because the user experience is indistinguishable from the final product–increasing the prototyping scope while delivering meaningful feedback from usability participants and stakeholders.
These four key features are what set UXPin apart from other popular design tools so designers can build advanced, high-quality prototypes:
UXPin’s IFTTT integration enables designers to take prototyping beyond the design tool to connect other platforms and APIs. For example, pulling real data from your product’s database or sending a verification email using a user’s email address captured from a UXPin prototype.
Connecting APIs extends prototyping scope so designers get an accurate picture of the user experience and the problems they must solve.
Accurate prototypes don’t only help solve more problems–they also create better workflows and engineering collaboration. Engineers need less documentation and fewer back and forth communication, resulting in smoother, frictionless design handoffs.
Improve your product’s user experience and solve more pain points during the design process with UXPin’s advanced prototyping features. Sign up for a free trial and build a better design process with UXPin.
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]]>A task analysis is a vital user research method for understanding how users complete tasks, including what triggers them to start, their actions, and how they know when it’s complete.
Mapping these tasks allows designers to empathize with users by analyzing their actions, struggles, and environmental influences while pinpointing opportunities within user flows to improve a product’s user experience.
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Task analysis is a research framework for analyzing users’ steps and behaviors to complete a task. While this is a standard UX research methodology, people use task analysis in many industries, including physical products, industrial design, health and safety, and education, to name a few.
Designers must consider multiple human characteristics, including mindset, emotional state, environment, and limitations (cognitive and physical). They also look at the frequency, complexity, time on task, and other related factors for a holistic map of the task and surrounding influences.
A task analysis aims to understand tasks and processes from a user’s perspective and the problems the digital product must solve. If a design doesn’t solve these problems or prioritize features correctly, it won’t adequately meet user needs and possibly fail.
For example, an onboarding sequence requires users to upload a profile picture, but during a task analysis, designers realize some people don’t have a profile picture or want to take a fresh pic for the app. Adding a feature to take a selfie using the user’s smartphone camera within the app solves this problem while streamlining the onboarding process.
A task analysis also tells designers what they must not build–features that users won’t need or use. Understanding what a product doesn’t need is just as important because it simplifies the user experience and reduces costs.
There are two types of task analysis in UX design:
A hierarchical task analysis breaks an entire process into individual steps and identifies and prioritizes the subtasks within each phase from starting point to completion.
For example, the first step in a user flow is to sign into the app. This first step has three subtasks:
Prioritization is key during a hierarchical analysis because it identifies what users need and when.
A hierarchical analysis will also tell designers if there are too many subtasks within a step, which may overwhelm users making the task difficult to complete.
Where a hierarchical task analysis identifies the steps and subtasks, a cognitive task analysis seeks to observe the user’s actions, emotions, and behavior throughout the process.
Designers focus on the mental effort that’s required to complete each step and subtask (smaller steps) to understand the product’s intuitiveness and identify any pain points.
Flowcharts allow designers to map tasks from start to finish, noting each critical decision point. At these decision-making moments, designers note the user’s emotion and behavior, usually with keywords–i.e., angry, frustrated, happy, confused, disengaged, etc.
Often these queues come from how users react, like someone scrunching their face in confusion when trying to complete a task or action. Designers can use these opportunities to ask questions and pinpoint what is wrong.
Design teams conduct task analysis throughout a product’s lifecycle. It’s an essential tool in the early stages of the design process when researchers are trying to frame the problem correctly.
Researchers use task analysis results to create customer journeys, and user flows that guide ideation and prototyping.
Below is a typical task analysis process and the outcomes design teams seek to achieve.
The research phase involves gathering data to define the specific task and users. Typical UX research methods for a task analysis include:
Researchers must aim to answer four key questions during the research phase to prepare for the task analysis:
Designers break the task into steps and subtasks using a task analysis diagram (hierarchical task-analysis diagram) or flowchart. You can create these artifacts using a whiteboard and sticky notes, a digital tool like Miro, or UXPin’s User Flows built-in library.
UXPin’s User Flows library allows design teams to build task analysis flowcharts and diagrams, including components for:
Creating task analysis flowcharts and diagrams in UXPin keeps all UX artifacts in one tool, making it easier to archive, share and collaborate. UXPin’s Comments allow design teams to collaborate internally or seek input from product managers, engineers, and other stakeholders.
The last step is to analyze the task and subtasks and add supplementary data about the process and its impact on users. They may note these details on the flowchart or task analysis diagram or create a separate artifact telling a story–similar to a user journey map.
During this analysis, designers look at the following:
Once design teams complete the task analysis, they’ll have a visualization of the user flow, bottlenecks, and pain points. They can use this research artifact to continue the design process, usually moving into the ideation and low-fidelity prototyping phase.
Here are several high-level task analysis examples you can use as experiments to test your knowledge.
Prototyping is crucial for usability testing and observing user behavior. Without the right tools, designers can’t replicate real-world product experiences, limiting what they can learn through prototyping.
UXPin’s advanced prototyping capability enables designers to build fully functioning replicas of the final product, including mimicking complex tasks like eCommerce checkouts, form validation, and API calls, to name a few.
Usability participants can interact with UXPin prototypes exactly how they would using the final product, resulting in accurate testing and meaningful feedback during the task analysis research phase.
These results allow designers to confidently identify task pain points and opportunities for improvement, thus improving design project outcomes.
Improve your task analysis with accurate prototyping and testing using UXPin. Sign up for a free trial to explore UXPin’s advanced features.
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]]>The post Competitive Analysis for UX – Top 6 Research Methods appeared first on Studio by UXPin.
]]>A UX competitive analysis is a crucial part of UX research. It’s an opportunity for designers to leverage what works, avoid what doesn’t, and identify gaps to gain a competitive advantage.
A UX competitor analysis can also help designers understand their users better. By looking at the competition through customers’ eyes, UX researchers can empathize better to discover what excites and frustrates them.
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A UX competitive analysis is a technique that UX researchers use to understand the competition, identify opportunities, and find an edge. This analysis provides UX design teams with valuable insights to develop a UX strategy and enhance a product’s user experience as well as business value.
A UX competitive analysis focuses primarily on design and interaction, but UX researchers also consider how business and other facets impact the overall user experience.
There are several reasons why you want to conduct a UX competitive analysis.
A UX competitive analysis aims to complement other UX research to get a comprehensive picture of the market, competitors, products, and users. Here are several scenarios where designers conduct competitive analysis:
UX competitor analysis is a crucial part of discovery-phase research. UX teams use this competitive analysis to understand the competitive landscape and find opportunities.
UX researchers can use competitive analysis to identify gaps and opportunities. These gaps could be product innovation or simply a better pricing structure.
Finding a gap in the market gives a company an edge over the competition, making their product more desirable.
Companies don’t always look for gaps; they often improve on (or steal) innovative competitor ideas. Facebook is renowned for copying the competition, while Twitter ended Clubhouse’s reign as the social audio platform with Spaces.
Design teams also use a UX competitive analysis to confirm a hypothesis or support user research.
UX teams conduct a UX competitive analysis at the start of a new project during the early stages of the design process. As the competitive landscape and market change regularly, designers keep informed by conducting periodic competitor research.
Competition falls into two categories:
Understanding direct competitors can help improve your product and pricing to make your brand more desirable, while indirect competition could expose new opportunities.
Direct competitors offer the same goods and services to the same or overlapping target market. These competitors generally compete on price because their offerings are so similar.
Instagram, TikTok, and Snapchat are direct competitors offering similar products to a similar target market.
Indirect competitors operate in the same market space but offer different products. While these are different products, they usually fulfill the same need, so the customer chooses one over another.
Instagram and LinkedIn are indirect competitors. While these platforms fulfill different needs, they both compete for user attention.
For example, many couples go out for dinner and a movie. A cinema with a restaurant in the foyer competes with other local cinemas (direct competitors) and restaurants (indirect competitors).
In tech, we often see indirect competitors with product overlaps. For example, Twitter and YouTube are indirect competitors, but the former offers video hosting for Tweets to keep users on the platform.
Before Twitter offered video hosting, users had to upload video content to their YouTube account and share the link in a Tweet. Nowadays, Twitter users don’t need a YouTube account to share video content, and you can embed Tweet videos in blog posts, resulting in less traffic for YouTube.
Here are six methods for analyzing the competition.
SWOT (strengths, weaknesses, opportunities, and threats) is an analysis technique companies can use internally or against the competition. Companies can conduct a SWOT analysis on an entire industry, market, competitor, product range, or a single product.
A SWOT assesses four key areas:
This article from Investopedia provides a step-by-step guide to conducting a SWOT analysis.
One of the easiest ways to “spy” on your competition and gather data is using their products. For example:
Treat yourself as a usability participant by using an empathy map to record your feelings and emotions using your competitor’s product. Maybe you were confused and frustrated by an unclear pricing structure, or the intuitive UI and microinteractions made it fun to use the product.
Reviews from mobile app stores, social media (Facebook pages, Twitter mentions), marketplaces, and websites like TrustPilot are excellent resources for analyzing competitors (and also your product’s UX). These customer reviews allow you to find out what customers love and hate about your competition.
Spend time analyzing reviews to find positive and negative patterns, and compare these patterns with your other research. Customers often leave comments like, “I wish the product could…” These types of reviews allow designers to identify gaps that competitors aren’t filling.
Comparison charts are best for direct competitors that offer similar product features. For example, you might want to compare a paid plan to your competitors to determine which company offers customers the most value.
This article from EdrawMax provides a breakdown of the five kinds of comparison charts and how to conduct one.
User journeys map how customers complete tasks from start to end. Optimizing this end-to-end process can enhance the user experience and increase conversions.
Comparing your user journeys to successful competitors could uncover the keys to their secret to their success. For example, you might discover your competitors use fewer steps or strategic CTA placement to convert more customers.
One way to compare the competition is by building a prototype replica of their product or flow to see how users interact and engage with it. Designers can use these insights to revise their designs and make improvements.
The aim isn’t to copy your competition. Instead, you’re studying participants’ reactions and asking questions about which prototype they find more intuitive, attractive, and engaging.
UXPin’s code-based design tool allows designers to build intuitive and engaging prototypes with user interfaces that look and function like the final product.
UXPin prototypes get actionable feedback from stakeholders and meaningful results from usability studies to improve the product and create the best user experience.
UXPin also enhances collaboration between design teams and engineers, resulting in less rework and smoother design handoffs. This enhanced workflow reduces time-to-market–an crucial metric in today’s competitive market.
Design systems are another way companies get an edge over the competition with better quality, consistency, and a faster time-to-market. UXPin allows startups and small businesses to build, manage, and scale a design system from scratch.
Designers can also use built-in design systems like Material Design, Bootstrap, iOS, and Foundation to prototype ideas fast!
Enhance your end-to-end design process and get an edge over the competition with the world’s most advanced code-based design tool. Sign up for a free trial and start designing better user experiences for your customers with UXPin.
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]]>The post How to Do a Service Safari in 5 Easy Steps appeared first on Studio by UXPin.
]]>A service safari allows design teams better to understand competitors, users, and their own product. This service experience offers valuable insights for very little investment, making it an essential tool during the early stages of the design thinking process.
This article looks at the pros and cons of a service safari, how to plan and run one, and what you can expect from the results.
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A service safari is a real-world research method where designers experience a product as a user–like mystery shopping. You can conduct a service safari on your product, competitors’, or both. The process works for physical products, services, and digital products.
During a service safari, team members complete various tasks to gain insights into the product’s customer experience.
A service safari is a valuable UX design research method because it’s inexpensive (for most digital products), and teams can complete the process without users.
Usually, various team members from a design project participate in a service safari. Participating in a service safari gives team members valuable insights into the competition, but the process also provides an opportunity to empathize with users from a product-usage perspective.
UX designers complete service safaris during the discovery phase of a design project when researching competitors or evaluating an existing product for a redesign. They use the results to identify opportunities and pain points that help guide the design process.
Here are some common reasons design teams conduct service safaris:
The level of planning for a service safari will depend on the product or service you’re evaluating. For example, a travel booking app will require taking a flight, while a productivity app you can experience from the office.
Meeting with stakeholders before a service safari is essential to agree on the approach, budget, business goals, timeline, and deliverables.
Next, you want to meet with the team taking part in the safari, create a plan, define the methods, outcomes, and assign tasks. Your team will also need to gather the necessary tools and materials like stationery, devices, tools, etc.
Setting clear and actionable objectives is crucial in planning a service safari. These objectives will ensure team members understand each task and its outputs/deliverables.
Design Principal at ustwo in the UK, Hollie Lubbock, recommends pairing a research question with a goal to create a clear objective mission statement–objective = research question + goal.
For example:
How do you want team members to document their service safari experience? Some examples include:
Hollie Lubbock recommends you outline “key areas to document.”
Hollie also gets team members to gather their general impression of the experience, like:
Answering these questions provides valuable insights about the product and enables team members to empathize better when developing a solution later in the design process.
Depending on the product, a service safari could take a few hours or several weeks. Kate Greenstock’s service safari of Jelf Insurance Brokers’ UK offices took eight weeks to complete.
The most important part of running a service safari is documenting the process according to your objectives. We recommend taking lots of notes, screenshots, recordings, etc., so you don’t miss anything.
Hollie Lubbock created this free Google Doc for documenting your service safari.
We also recommend checking out Preety Naveen’s Service Safari With Skycash–a Polish-based payment service. Preety created a three-step process for each step of her Skycash service safari:
A service safari aims to experience every touchpoint from a user’s perspective. Sutherland Labs’ service safari gives an example of exploring touchpoints for a train booking service:
The team from Sutherland Labs also takes the opportunity to speak to people, including staff and customers, to get different perspectives. For example, if you’re designing a train booking app, how do people with disabilities experience the service? What are their pain points?
While a service safari is primarily about you experiencing the service, it’s ultimately about finding a solution for customers, so take the opportunity to speak to other users and ask questions. This inquisitive approach could provide valuable usability and accessibility insights.
An affinity map works best when analyzing notes from a service safari. You’ll need a whiteboard (or digital alternative for remote collaboration) and sticky notes.
It’s important to note that you must never use a service safari as a standalone piece of research. Design teams must cross-reference the results with other data or use it to guide and validate further user research.
Building prototypes is an excellent way to test recommendations and hypotheses after a service safari. UXPin’s built-in design libraries, like Google’s comprehensive Material Design UI, enable designers to build prototypes, test ideas, and iterate fast!
Instead of presenting just a customer journey map or report to stakeholders, designers can build a quick prototype in UXPin, and use it to get buy-in for their solution.
Whether you’re working in the office or part of a remote team, UXPin’s Comments enhance collaboration between design teams. Multiple designers can simultaneously work on the same project to design wireframes, mockups, and prototypes.
Did you know you can share your UXPin projects with stakeholders, experts, consultants, and other collaborators who don’t have a UXPin account?
These stakeholders can view your designs and prototypes, leave comments, and approve from anywhere–perfect for today’s remote work environments. You can even include a message with your approval, so stakeholders know what they’re reviewing for approval. UXPin also integrates with Slack and Jira, allowing you to discuss projects in one place.
Design handoffs are a stressful time for designers and engineers. Miscommunication, lack of documentation, and poor-quality prototypes cause friction between teams.
Because UXPin is a code-based design tool, designers can replicate code-like functionality and fidelity, while Spec Mode gives engineers context and documentation to begin the development process, including:
Designers can also create documentation with labels for each element to provide engineers with context and explanations–no more external PDFs or attachments!
If you’re still using outdated image-based design tools to design, prototype, and test, it’s time to switch to UXPin–the world’s leading code-based design solution. Sign up for a free trial and start designing better user experiences for your customers today!
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]]>The post UX Research Cheat Sheet appeared first on Studio by UXPin.
]]>UX research is the bedrock for any design project. UX designers and researchers must gather insights about the market, competitors, and, most importantly, users.
This research continues throughout the design process as designers test ideas and gather feedback from participants and stakeholders. To be a good UX designer, you must be inquisitive and an active listener to truly understand your market and user needs.
In this UX research cheat sheet, we explore the research designers conduct at various stages of the design process and methods to gather and analyze data.
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Here are some of the primary benefits of UX research:
UX teams conduct research and test through the design process. These research methods change with each phase:
Let’s look a look at each of these in greater detail.
Discovery research happens at the beginning of the design thinking process. This early research is called the empathize phase because UX designers must put themselves into the shoes of their users to see the world from their perspective.
Typical research methods during the discovery phase include:
During discovery, UX designers must use this research to define user problems your product can solve. This research includes:
Once UX designers have gathered and analyzed research, they ideate and prototype to solve users’ problems. Some explore research methods include:
Testing is a vital research tool that enables designers to validate ideas developed during ideation. While testing appears to be a separate step, UX designers conduct tests throughout the design process, particularly while ideating and prototyping. Some of these methods include:
After a release, researchers must monitor the product and users to identify bottlenecks and pain points. The monitoring phase adopts many of the same tests and techniques UX designers use during discovery. Research methods include:
UX research involves a mix of qualitative and quantitative testing:
Quantitative data is measurable, while qualitative data is subjective and open to interpretation. When combined, these two metrics can put research into perspective.
For example, you notice a drop-off in conversions when you redesign an eCommerce checkout flow. The quantitative data tells you conversions fell from 5% to 4%. From user interviews, you learn that the new shipping methods are confusing. The qualitative data reveals what’s affecting conversions.
The research process will vary depending on the method, but there are several vital steps UX designers follow:
UX designers rely on accurate user testing results. But most design tools lack the fidelity and functionality necessary to get meaningful feedback and test user experiences effectively.
UXPin is a code-based tool. So, designers can create code-like prototypes to provide usability participants and stakeholders with an accurate product experience.
Let’s explore a few of UXPin’s advanced prototyping features.
Most design tools display a graphical representation of an input field. In UXPin, input fields work just like they would in the final product. Variables allow you to capture user inputs and use that data elsewhere in the application–like a custom welcome message or populating a profile page.
You can create multiple States for any component in UXPin with different properties for each one. From standard button states to accordions and complex navigational menus.
Interaction design is crucial for usability and product experience. UI designers can choose from an expansive list of triggers, actions, and animations to bring your prototypes to life.
UXPin takes things one step further than other design tools with Conditional Interactions, which allow you to create code-like “if-then” and “if-else” conditions which designers can use to validate an email or password. When combined with Variables, you can simulate a sign-up and login process–the possibilities are endless.
Expressions give UXPin prototypes code-like functionality where designers can simulate form validation, build a functional shopping cart, validate credit cards, and more.
UX designers must always check user interfaces to ensure they pass accessibility standards. UXPin offers built-in accessibility tools to streamline testing with a Contrast Checker and Color Blindness Simulator.
How many times have you searched “lorem ipsum” for dummy copy or scanned Unsplash for the perfect image? UXPin’s built-in content generator allows you to populate UIs with relevant content like names, dates, numbers, addresses, and more. You can even match content by layer name where UXPin auto-populates data according to naming conventions.
UXPin also allows you to use your own data from Google Sheets, CSV, or JSON, to give users and stakeholders an authentic product experience.
Improve your UX research and testing with the world’s most advanced code-based design tool. Sign up for a free trial to experience the power and versatility of UXPin.
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]]>The post Customer Journey Mapping Mistakes and How to Avoid Them appeared first on Studio by UXPin.
]]>One would think that the IT domain is all about numbers, schemes, and prototypes; that functionality means more than empathy when it comes to digital products. In the technological race, where beautiful designs and fancy interfaces rule the day, businesses forget that they create products and services primarily for people. But more and more modern companies are shifting the focus to their audience, trying to align humanity and the development process. That’s how many come to customer journey mapping.
Yet, a seemingly intuitive methodology can be tricky when being put into use. So, if you are going to take this challenge or are curious to learn whether you do everything right, check out the common journey mapping mistakes I listed in this post.
You’re about to read a guest post by UXPressia’s Katerina Kondrenko about the common pitfalls of making a customer journey map.
Before proceeding to the mistakes part, let’s take a quick look at the customer journey mapping concept. If you are familiar with the concept, just skip this part.
Customer journey mapping is a visualization of how the audience interacts with your product or service. You might ask how this information can be helpful to your business. A customer journey map (CJM) can help you analyze your users’ or customers’ experience, identify flaws in it and opportunities for its improvement, do strategic planning, reshape content marketing, or consider using another template for your online form. And what’s best, these things are merely a fraction of what you can do with customer journey mapping.
There’s another great perk: this methodology helps to engage your team and develop a cross-company understanding of who your customers are and how to approach them. Better cooperation within your team will lead to more efficient work. Nothing but benefits by any stretch.
Customer journey mapping is like a medicine that you must use properly to achieve the desired effect. And for a project to succeed, it’s not enough to follow best mapping practices. It’s also worth considering the pitfalls that can turn your project into a customer journey mapping failure. Read on to learn the most common of them.
What’s wrong: Inexperienced journey mappers are usually tempted to build a CJM just for the sake of building it or want to identify all the flaws in all their customers’ journeys with a single journey map.
Why it’s bad: They say no pain, no gain. I say no clear goal, no result—a doomed initiative instead. Besides, to get approval for the journey mapping initiative, you need to sell this idea to the stakeholders and engage teammates. Without an explicit objective, you won’t be able to do so. And what strategies for CX/UX improvement can you develop, having no idea why you’re building a map?
How to fix it: Every customer journey map starts with research, but even before this part, be sure to answer the following questions:
As a result, you have to set a precise goal. Avoid “all” in the wording, since it means “nothing” and feels like getting on a plane that is going everywhere.
The more explicit goal you set, the more successful your customer journey mapping initiative will be.
What’s wrong: No CJM can be built in one fell swoop. But sometimes journey mappers decide to play a guessing game. They skip the research part or make it too short, reach out to only a few clients to learn their journey, forget to speak with customer-facing colleagues, use pure assumptions, or worse, read the tea leaves.
Why it’s bad: Almost non-existent research provides non-reliable data, which, in return, covers your customer’s trail and gives you wrong ideas about their journey and how to improve it. Eventually, you put the work in the journey mapping initiative, spend money on your product or service improvements, tire teammates and yourself for nothing.
At the same time, your clients struggle because you mistakenly made things worse at those points of the customer journey that were fine and missed the ones that required attention. And it’s the biggest crime you may commit against your audience because you actually do something but are tilting at windmills.
How to fix it: Take this stage of the CJM initiative very seriously. Unreliable data won’t do any good. After all, customer journey mapping isn’t fiction writing. You have to be hungry for statistics and the fullest feedback from your audience. So:
You don’t have to speak with every single customer; keep going until you’re sure that the data you gathered is solid. For instance, identifying behavior patterns that repeat among your clientele is a clear sign of it.
What’s wrong: There are people who build a map, minding their own business. Literally. And stages of their CJM reflect what they think their customers go through. Why bother about customers, right?
Why it’s bad: In short, by approaching customer journey mapping not from a customer’s angle, you try to improve only your own experience and sell your product or service to yourself.
How to fix it: Put yourself in your customer’s shoes. Think like them. A CJM should be built around their journey, thoughts, expectations, goals, channels they use, and steps they take, among other things. You have to check how your service matches the customers’ needs and help them complete their tasks.
What’s wrong: They say demographics are key to persona creation. But this is not necessarily the case. Also, some decide that previous experience of personas doesn’t matter. Or they focus only on pains and frustrations, forgetting about goals and motivations.
Why it’s bad: Customer persona represents a particular segment of your clients and allows you to consider many people with similar features as one. Although a persona is an aggregated image of a whole segment of your clients, they need specific characteristics to feel real. Otherwise, you won’t be able to empathize with them. And they, in return, won’t let you try their shoes on.
How to fix it: Take into account different sides of your persona and consider focusing on behavioral traits, as they provide better insight into your customer’s mindset and actions. To dig deeper:
Remember that any persona needs personality and the customer profile you will have in the end must feel real, just like a real person.
What’s wrong: Some journey mappers accept the challenge of building an end-to-end customer journey map. Yet, they ignore all the stages before a customer comes to them and end with the purchasing stage, although there are many further interactions.
Why it’s bad: You consider only the middle part of your customer’s journey, which can be flawless, and you won’t ever understand why your business doesn’t flourish by providing such a great customer experience. Meanwhile, your clients may experience problems when learning about your business or coming back to purchase something again.
How to fix it: Think of all the moments in time when a customer interacts with your product or service. And remember to do it from the customer’s perspective. For you, a customer’s journey begins when they come to you to complete a task or achieve a goal. But their real journey begins earlier: e.g., when they see your online ads. The same goes for the clients who leave you after the purchase. You don’t interact with them directly anymore, but they use your product or share their feedback online and offline. All these interactions are better to be taken into account since each can contain valuable insights.
What’s wrong: You try to build a single map for all of your customers.
Why it’s bad: Segmentation matters and you create personas not to stir them again. When averaging out your customers’ journeys, you end up with improvement strategies and development plans for no one.
How to fix it: If you have no resources to build separate maps for all personas of yours, choose only the most significant ones and design for them. You can still gather all personas in the same map, turning your CJM into a multipersona customer journey map. Having such a map is useful when you want to compare different personas’ journeys or to analyze interactions between them.
Yet don’t forget to consider each persona individually, as every segment of your audience most likely faces different kinds of problems throughout their journeys, and thus requires a unique approach.
I explored the most common customer journey mistakes that can spoil your mapping initiative and leave you without actionable insights. To avoid them, you have to play by the customer journey mapping rules and remember why you decided to build a CJM in the first place and who you should always aim at during the process. And I think you would agree that the results are worth the effort, as a customer journey map done right helps enhance customer experience and develop any product or service in the best possible direction.
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]]>A common misconception is that inclusive web design is an interchangeable term for accessible design. While there is a link, it’s important to recognize that accessibility is one component of inclusive design where we look at a feature or product from the perspective of multiple demographics.
Unfortunately, the word inclusivity is highly politicized, confusing designers about how to apply an inclusive midset. This article looks at inclusive web design, what it is, what it isn’t, and how design teams can build more inclusive user experiences.
Test product experiences on diverse user groups using code-based high-fidelity prototypes and get meaningful feedback with UXPin. Sign up for a free trial today!
Inclusive design is a UX methodology where designers consider the environment and circumstances of diverse user groups and demographics to ensure products are accessible to everyone rather than a narrow set of users.
Following an inclusive design process encourages UX designers to think of permanent, temporary, and situational factors which prevent someone from using a digital product as intended.
Designers must avoid bias or assumptions when considering inclusive design like gender, age, race, and other generalized demographics. To view such broad demographics as limitations is biased (and potentially offensive) and could do more harm than good.
Think of inclusive design as an umbrella term that encapsulates accessibility. Where accessibility focuses specifically on users with disabilities, inclusivity extends to other factors where users might feel excluded, such as language barriers, physical limitations, technical constraints, and even internet connectivity.
Accessibility addresses permanent limitations or disabilities, while an inclusive design approach looks at temporary and situational factors.
There are three categories UX designers use when considering inclusive web design:
Within each of these categories are several disabilities, limitations, or constraints:
Design teams often make the mistake of only thinking about permanent disabilities when designing for accessibility/inclusivity, like someone with a permanent hearing impairment.
But what about those with temporary or situational hearing impairments?
Often when you design for a permanent disability, temporary and situational users benefit too. But designers must look at each situation independently to ensure the experience is fully inclusive.
In this hearing impairment example, video subtitles would benefit all three categories. Still, designers might consider starting the video muted, so the busy commuter train user (situational) doesn’t disturb people around them.
Inclusive web design is not only a good idea from a social perspective; it’s also critical for business value. Products that exclude certain human beings create missed revenue opportunities for companies.
Let’s say you’re designing an app for the US market and assume that everyone speaks English when in fact, 41 million native Spanish speakers live in the United States; it’s more than 10% of the population.
In another example, you assume that only people with a physical disability can’t use their hands. But what about someone who has injured their arm? Or the parent who’s holding a child and only has one hand available?
When you extrapolate disability, limitation, and constraint possibilities, you see the importance of an inclusive design approach and how it affects the business and its customers.
inclusivedesignprinciples.org lays out eight principles UX designers can use to create inclusive experiences for their users.
Many designers might already apply these principles to designs, but understanding how they enhance inclusivity might encourage you to look deeper and find even more room for improvement.
A user interface should enable all users to accomplish tasks with comparable value, quality, and efficiency. A great example is how we use alt text for icons, images, and other graphics so visually impaired users can digest visual content.
UX designers must also consider how technology might exclude users. Can someone complete the same tasks on desktop and mobile devices? Are there any differences between Android and iOS?
How does someone’s environment impact their user experience? When designers empathize with users and test using digital products in various conditions, they can design solutions to meet situational challenges.
For example, designing a train ticketing app so that users with only one hand can buy a ticket also helps the busy able-bodied commuter purchase a ticket with only one free hand while walking to catch a train.
Design consistency is vital for any digital product experience, but it’s even more critical when considering inclusivity. Users with cognitive issues often struggle to navigate user interfaces, so inconsistent designs or naming conventions could further confuse and frustrate people.
Building a design system is one way organizations can maintain consistency and create the foundation for accessibility. With an accessible design system, UX teams can spend more time solving core usability issues rather than using style guides to build UI components from scratch for every project.
With UXPin, you don’t need plugins, addons, or extensions to build, host, and share a design system. Sync your organization’s design system to all users, set permissions, and even add documentation for each element and UI component. Sign up for a free trial and build your first design system with UXPin today.
A good design gives people the features to control their user experience. You also want to avoid overriding browser and device settings, such as orientation, font size, zoom, and contrast.
Users with disabilities often require specific settings to use a digital product. Overriding these will impede their usage and exclude them from the user experience.
Designers should also consider how they apply UX patterns and animation. Infinite scroll is a challenge for users who only use a keyboard or screen readers. Adding a “load more” button gives users control while providing the same level of convenience.
UX designers must balance convenience with choice. For example, swiping is quick and convenient but not always possible for everyone. Providing a button or link to achieve the same task makes the feature accessible to all users.
Prioritizing content and layouts can help users complete core tasks and find information effortlessly. Designers can also use UI components like accordions to hide content that users don’t need right away.
For example, using an accordion for an FAQ section helps screen readers quickly find the answer they need rather than going through every Q&A. Other users also benefit from this FAQ format because they can scan each question to find the one they want.
UX designers must leverage device features to increase value for users. A device’s microphone, camera, vibration, and geolocation are helpful tools that benefit a wide range of people.
For example, optimizing your product for voice search and commands not only benefits screen readers but people using Alexa, Siri, or Bixby.
There are many circumstances where UX designers can employ a device’s features to improve a digital product’s user experience and create more value for everyone.
UX designers must seek diverse perspectives from stakeholders and usability participants. Research and testing must include participants who might fall outside your user personas.
Maybe people with disabilities or limitations aren’t using your product because it excludes them. So, if you only conduct tests based on customer data and analytics, you might be unknowingly excluding people.
Microsoft’s inclusive design toolkit outlines a design thinking methodology for UX designers:
Prototyping and inclusivity testing during the design process is challenging. How do you test cognitive load or accessibility issues with image-based prototypes? How do you know whether the UI or prototype’s lack of fidelity and functionality is the cause of someone’s cognitive overload?
Designers must eliminate accessibility and inclusivity issues during prototyping and testing, or these end up in the final product, causing adverse effects for users. The problem is that image-based prototypes lack the fidelity and functionality for accurate testing. UX designers also struggle to get meaningful feedback from stakeholders.
UXPin is a code-based design and prototyping tool, giving UX designers the ability to create high-fidelity prototypes with final product functionality. Designers also get UXPin’s built-in accessibility tools to test color and contrast against Web Content Accessibility Guidelines.
UXPin’s high-fidelity, fully functioning prototypes allow UX designers to perform accurate tests during usability studies for meaningful results from diverse user groups, including those with impairments and disabilities.
Design teams can also impress stakeholders with immersive prototype experiences that prove design concepts and get buy-in from decision-makers.
Four code-based prototyping features you won’t find in popular image-based design tools:
Sign up for a free trial and start designing more inclusive user experiences with UXPin’s advanced end-to-end design tool.
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]]>Usability testing is a crucial part of the design thinking process. It’s an opportunity for UX teams to present their solutions to those whose problems they’re trying to solve—a nerve-racking and exciting experience!
UXPin is the world’s most sophisticated prototyping and usability testing design tool. Using UXPin with Merge technology, designers can create high-fidelity prototypes with final product functionality using fully interactive and ready code components. With UXPin, you get accurate testing and meaningful participant feedback. Sign up for a 14-day free trial to experience advanced prototyping and testing with UXPin!
Usability testing (also called usability studies) tests user interfaces and flows with real users. A UX researcher (moderator or facilitator) will ask a participant to complete a series of tasks (usually on a digital product prototype) while observing their behavior and actions.
The moderator might ask the participant to verbalize their thoughts and actions so UX researchers can understand how the person thinks and feels as they use the prototype.
Usability testing provides UX teams with valuable feedback and user insights, including:
Usability testing is an iterative process of testing, exposing issues/learning about the user, making adjustments, and retesting.
The ultimate goal of the usability testing process is to fix and improve prototypes as much as possible before the design handoff, where engineers start the development process.
There is often confusion and debate over the difference between usability testing vs. user experience testing. It’s incorrect to use these terms interchangeably because they refer to different areas of testing.
While we define these terms differently, UX researchers test usability and user experience at the same time.
For example, one UX researcher might observe how the participant completes a task during a usability study (usability testing), while another researcher studies the user’s actions and behavior (user experience testing).
These are two important metrics to consider during product testing. If a user can complete a task, UX designers might see this as a job well done. But what if the user was frustrated during the process? They’ll likely switch to a competing product with a better user experience.
There are two primary usability testing methods:
UX teams can apply both of these methods to remote and usability lab (face-to-face) testing.
During a moderated usability study, the facilitator interacts with the participant, asking them to complete tasks while observing and asking questions.
UX teams can conduct usability studies in a lab or remotely using Zoom, Skype, or purpose-built testing tools.
Advantages of moderated usability testing:
Disadvantages of moderated usability testing:
During an unmoderated usability study, the facilitator is absent but provides the participant with instructions to complete a series of tasks.
The participant might complete these tasks in a lab environment, the field (where the users will typically use the product), or remotely.
Advantages of unmoderated usability testing:
Disadvantages of unmoderated usability testing:
Card sorting is an early-stage usability method for testing element hierarchy and establishing information architecture.
The moderator presents a group of topics or categories for the participant to sort—usually by importance or group by relevance.
Paper prototyping is another early-stage usability method where UX teams test user flows and information architecture.
UX teams rarely test paper prototypes with participants because usability tests are expensive, and paper prototyping doesn’t provide meaningful user feedback.
Still, paper prototypes can provide some insights into the user’s navigational expectations.
Digital low-fidelity prototypes use a series of wireframes to test user flows and simple navigation. Like paper prototypes, low-fidelity prototyping provides limited feedback about the user experience.
Testing high-fidelity prototypes allows UX teams to get accurate, meaningful feedback. Participants use a fully functioning replica of the final product to complete tasks.
UXPin Merge lets designers connect design elements with interactive components that also devs use to create high-fidelity prototypes with final product functionality. By designing with code components, participants can interact with a UXPin prototype better than any other design tool.
Why not try usability testing with UXPin’s 14-day free trial!
Click tracking examines where users click or tap on a prototype. UX designers can use this information to see where participants most frequently click (or tap on mobile).
Click tracking can help validate link structure or whether participants can easily identify buttons and CTAs.
UX researchers use eye-tracking devices to learn how participants explore user interfaces or what elements catch the eye first. These insights can help UX designers decide how to prioritize screen layouts or where to place CTAs.
It’s crucial to have a plan and objectives for usability testing. Without a plan and goals, UX researchers won’t know what to test or the value of the test results.
We’ve broken usability testing into six easy steps:
The first step is to define the usability study’s goals. These goals might ask broad or specific questions, for example:
It’s important to prioritize goals and limit testing to a specific question you want to answer—like testing an eCommerce checkout flow or completing a new user sign-up process.
It’s tempting to make the most of usability test sessions and get as much feedback as possible, but this could lead to user fatigue and inaccurate results.
Once you know what you want to test, you can choose a suitable usability testing method.
In our free eBook, The Guide to Usability Testing, we outline 30 different usability testing methods, which to apply, and when.
We divide usability tests into four categories:
Once you select the testing method(s), you can share them with the team, summarizing your goals and tactics in a usability planning document.
Everything you present to participants during usability testing, including questions and phrasing, impacts their response.
Usability tasks are either open or closed, and your tests should incorporate a healthy mix of both:
Moderators must be mindful of how they phrase questions to avoid bias.
For example, you want to know how a user will find a gift for their mother on an eCommerce store. If you phase the question as “can you search for a mother’s day gift in our store?” it might suggest that the participant use the search function instead of following their natural intuition. This question also sounds more like an instruction than a question.
A better way to phrase this question might be, “how would you find a mother’s day gift in our store?”
A usability research plan document should cover seven sections:
Encourage suggestions and feedback from stakeholders to ensure everyone is on board, and you haven’t missed anything.
Further reading – The Plan That Stakeholders Love: The One-Pager.
Here are some times for conducting usability testing:
A usability study report is an effective way to summarize results to share with stakeholders.
Here are some tips for compiling a usability report:
Other considerations for a usability report include:
UXPin is a comprehensive design and prototyping tool. Unlike other design tools, UXPin doesn’t require plugins and apps to fulfill wireframing, mockups, prototyping, and testing requirements.
And UXPin does so much more! With states and interactions in your prototype you can enhance participant’s product interaction while providing you with meaningful feedback and results!
Try UXPin for 14-days and experience a whole new world of UX design, prototyping, and usability testing!
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]]>Even the best ideas can’t guarantee success. No matter how certain you are about a new concept, the only way to create a good product is by getting real feedback and building upon it.
That’s why building a prototype and going forward with testing it should be essential regardless of the scale of your project. It’s one of the foundation stones of the whole cycle.
It may seem intimidating at first, but as you dive into the process, you’ll soon discover how intuitive it is and that by being thorough you can save resources in the long run and make your launch as smooth as possible.
Here are our tips that will help you make the most out of your user testing.
If you’re waiting on your product to be complete, you’re missing out on valuable insights. Of course, you can’t exactly start user testing the day you land on a decent idea, but you shouldn’t hold back until you’re ready for launch.
Even though you can’t cover every detail, by gathering early insights you can start correcting issues and removing problems from the get-go. You should always have in mind that you’re not designing for yourself, so the users should help you discover issues before it gets too time-consuming to fix them.
As long as you’re aware of what your prototype can do in each phase, every failure will serve as a lesson to improve the next version. This also makes it cheaper, in the long run, saving you fixes that would come after the launch and take more time to solve. Usually, you can split your phases in a way that will help you set expectations:
If you don’t have time to go through the whole process or building a high-fidelity prototype with all the interactions is just too time-consuming, you can build prototypes with fully interactive code components instead. Coming straight from your developers’ libraries, UI code components can help you speed the design process 10 times.
Every testing session should have a clear goal. Of course, you’re after all the insights you can get, but you should have an actionable plan in place to help you be efficient and solve as many issues as possible.
One of the most common mistakes when providing tasks for your test users is going too broad with a lot of vague questions, which can leave you with a lot of “It’s fine, I guess” answers.
Aim for getting an answer about specific experiences through actionable steps that are simple to track and gather insights from. Instead of pointless subjects such as „does everything work“ (spoiler alert: it doesn’t, it’s a prototype), go for something that will provide you with clear next steps.
First, limit each session based on the aspects of the product you want to get more information about and sort them by priority. Then you should explain to your testers what is expected of them, for example, “go through the interface and find the option to edit a video” or “navigate to the checkout page”.
All of these should also have goals to be achieved, either as a desired step-by-step process or the time needed, but users don’t need to have the information for the test to be successful.
It’s important to remember that usability is key when testing prototypes, so don’t overdo it with design and any additional data that may take away from the point and overwhelm the users in this phase. To make a test clear, simple, and reliable, try to go for maximum interactivity in a prototype, without too much hand-holding and explaining.
When you’re starting the testing process, you don’t have to make the audience take a technical skills assessment before you show them the prototype, but you do need to make sure that you have a relevant pool of testers.
Representative users are those who you actually see as user personas that will (hopefully) use the product when you launch it. If you’re, for example, building a cooking app, it would be a good idea to have users that cook at home at least three or four times a week. Of course, not every person should be exactly the same – you should have a mix that will allow you to notice different issues.
It may be tough finding the right group to test your prototype and that’s one of the reasons some teams skip testing altogether, but it’s always worth it in the end. You should always go for quality over quantity, as it’s most important to have relevant users with a fresh perspective. You may actually learn a lot with just under ten people.
The need to have fresh eyes on the product is also why you should avoid your family and friends. Even though they want to help, it’s hard for them to have the same approach as real people who have no previous knowledge of the product. It would also be a good idea to use an NDA in this case, especially if you haven’t announced your product yet.
Another thing you should keep in mind is the nature of the product and where the users will interact with it. This means that if you’re working on an international product or service, you need testers from various markets, as they each have their own specifics. This also goes for devices – place the users in an environment that they would actually be in.
In the later phases of testing, you should also gather insights from internal stakeholders in order to have a clear overview of what’s possible and what needs to be changed before launch. This includes people such as distributors that should already have experience with similar processes.
You should always be ready to adjust. The testing process isn’t always linear, so flexibility is key to achieve the best results.
For example, if you notice a feature is drawing focus away from the main functionalities of the product, you should be ready to change your direction as a response.
This feedback loop also applies to the tasks you give your test audience – if you see something isn’t working, you can improvise and switch up the questions to get the best insights.
Users will also have their suggestions on how you could improve even if the task itself doesn’t involve that. That’s why your whole team should be involved in the process, ready to implement a new solution you didn’t have in mind before.
It’s also important to avoid trying to solve every issue at once – your prototype should and will undergo multiple changes along the way so you should be patient and try fixing the biggest problems first. After that, do another test and see how the feedback changes. While you’re going through the phases, keeping a database backup will save you from having to roll back too far if something needs to be reverted to the starting position.
Each new feature added should be followed by a new test. It may look excessive and you’ll want to just bulk everything together, but going small will help you get more detailed insights, also saving the trouble of massive changes, which is especially important when it comes to design.
You should aim to have eyes on your prototype as soon as possible. By introducing real people to the process, you will get a new perspective that will help you change and improve in unexpected directions.
Don’t be afraid to roll up your sleeves and redesign. Involve your whole team and remember that the testing won’t always go over smoothly, but through each step, you get to know your product better, which brings you that much closer to a seamless launch. Go through the prioritization process and invest additional effort through the testing, keep perfecting your prototype with a feedback loop, and, before you know it, you’ll have a product you can be proud of! But first things first – sign up for a free trial at UXPin to start building your prototypes.
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]]>The post 6 Articles to Improve Your User Research appeared first on Studio by UXPin.
]]>User research can give you insight into what aspects of your design do and don’t work. Learning how to perform customer research, however, takes some time and instruction.
The following six articles should help you find effective ways to conduct user research that leads to better designs and higher adoption rates for your digital products.
Explore the lessons you learn from these articles by experimenting with UXPin’s designing and prototyping tool. Sign up now for a UXPin free trial with no credit card required.
Career Foundry writer Raven L. Veal provides an in-depth article that will show you several ways to collect information from users. She starts by breaking down the differences between good and bad UX research, an essential step that will lead to better results as your skills improve.
The bulk of Veal’s article provides introductions to user experience research methods, including:
Set aside 20 to 30 minutes to read this entire primer. Practically everyone will learn something valuable from it.
Additional reading: The UX Designer’s Guide to Lean User Personas
As a UX designer, you might not have much experience conducting interviews intended to gather specific information. You might not have spent any time interviewing other people in a professional way. Carrie Boyd’s “Ultimate Guide to Doing Kickass Customer Interviews” does just what the title says: teach you how to interview users for actionable information.
Boyd provides specific tips for different types of interviews. She writes sections about developing customer interviews that will help you decide whether:
After establishing the basics, she guides you through:
If you want to conduct interviews to connect with your users, go over Boyd’s guide to improve your process.
Sign up for a UXPin free trial to see how much your customer interviews influence your UX designs.
Nielsen Norman Group has decades of usability testing experience, so take your time learning as much as you can from this entry-level guide.
Although the article doesn’t get into the weeds of usability testing, it provides a surprising amount of information, including:
After the article, you will find a long list of helpful resources. Choose the ones that apply to your situation so you can pick up more tips about how to make the most of usability testing when improving your UX designs.
Additional reading: The Guide to Usability Testing
Hotjar covers three types of usability testing and compares the pros and cons of how you can approach them. The usability testing options compared in the article include:
You will also learn about guerrilla testing, session recordings, and other strategies that could improve your user testing and customer interviews.
A/B testing can help you choose the better of two UX designs. That sounds great until the time comes to perform A/B, and you realize you don’t know how to conduct a rigorous study that optimizes your UX.
Nicholas Farmen lays out the basics of A/B testing in an easy-to-follow language in this Usability Geek post. He covers topics like:
The article offers preliminary advice, but it also serves as a teaser for Usability Geek’s online course, Conducting Usability Testing.
This article from UXPin is perfect for anyone struggling to take a strategic approach to conduct user research. The advice gives you step-by-step instructions that include examples of how you can create and implement each step.
UXPin will show you how to establish:
If you have a general idea of what you want to get from your user research—but you don’t have a solid plan for how to get the right information from the correct users—you will learn important lessons from this article.
UXPin gives you a collaborative workspace where you can create designs and generate prototypes. You can also make design systems that establish approved assets and guardrails for projects. If your user testing shows that you need to update your design system, you can do it easily from within the application. It will update everyone working on your project.
Experience UXPin’s features for free by signing up for a 14-day trial. It doesn’t cost anything, and you will get an opportunity to experience one of the world’s most robust cloud-based design platforms.
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