Quick and easy user research that doesn't break the design flow
How to smoothly and effectively include user insights in the design process?
(available in French on request)
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Agile User research (from 2008)
1. Quick and easy
user research
Learn from the user and ensure your service is successful
Fr辿d辿ric Gaillard gaillard@axance.fr UX Masterclass Sept 20th, 2010
2. 3 things
We want to talk to you about today
Axance UX Master Class Sept. 20th, 2010 2
3. First
Why do we need user research to create new
products and services?
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4. Second
What are the main pitfalls of user research?
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5. Third
How can you conduct
quick and easy user research?
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7. Your presenter: Fr辿d辿ric Gaillard
Founder and CEO of Axance user experience
design, France
Axance: French, design consulting firm:
specialized in incorporating user-centered design
principles into online product lifecycle
Date of creation: 1999
Number of Employees: 35 (25 + 10 ext.)
Total clients: 200+
Turnover (2010): 3.9M (estim.)
Founding member of UXalliance (with 4 others
entrepreneurs)
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9. 京艶界温顎壊艶
It is dangerous to design
for a user who doesnt exist
http://www.walletpop.com/specials/top-25-biggest-product-flops-of-all-time
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10. Some other flops
http://www.walletpop.com/specials/top-25-biggest-product-flops-of-all-time
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11. 京顎岳
What do we really need
to learn from user?
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12. We need to understand what really motivates the user
What does he need?
When does he need it?
How does he need it?
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13. We must understand the entire user experience
Perception
Cognition
Emotion
Action
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14. We must be able to build the real user journey
By focusing on user tasks
you can assure that less important functions
wont clutter the interface
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15. What tools and methods can you apply?
Observation (in context of use)
Usage testing
Eye Tracking
Remote usability testing
User feedback (e.g. through online
surveys)
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16. 意鞄艶稼
Doing research
with your customer
helps you focus
on the right goals
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18. Our statement is:
Research is usually done
at critical moments
of the product life cycle
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19. User research is often done for design validation
(go/no-go)
What should we fix to What does the end user think of
improve the global UX of our UR Definition UR our idea?
service?
Live/ Conceptual
Improvements design
Product
Are there any critical
problem encountered by Lifecycle What does the end user
the end user that we UR UR understand from our design?
should fix before going live?
Development Prototyping
UR
Is the end user able to use our prototype?
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20. 京顎岳
A critical moment
is not the best time
to learn lessons from user
and its often too late for designers to accept errors
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21. 意鞄艶稼
Its too many lessons to learn
at the same time
(not just 1 lesson)
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22. Its a real challenge to apply all these findings from a research
A very small amount of findings is
processed
Only those:
- Easy to implement
- Easy to share among team members
Rarely the most important ones: those
that would change dramatically the
shape of a project
Data collection document from test
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23. A common conclusion from client is:
Research takes too much time
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24. e.g. the minimum length of a standard research today is 15 days
5/7 days 2 days 5 days 1 day
= 15 days
1- Preparation and recruitment
2- Fieldwork
3- Analysis and reporting
4- Presentation of report with project team
It takes 15 business days minimum before you get the results
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25. Then
When research takes time
it is harder for the design team
to build, learn and rebuild
(to acquire a failure culture)
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26. Part 2
How can you conduct quick and
easy user research?
28. Use cheap and fast evaluation techniques
Short telephone interviews with user Duration: 1-2 day
(using screen sharing tool to view user interface)
Expert reviews, cognitive walkthroughs Duration: 2-5 days
(if no access to users, due to lack of time or limited availability)
Brief user research in realistic contexts Duration: 6-8 days
(focus on the Primary audience, organize a user panel, avoid lab and deliver
results in workshops)
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29. How to shorten the length of user research?
With a focus on the Primary audience and by delivering the results in a workshop
2/3 days 2 days 1 day 1 day
= 6/8 days
1- Preparation and recruitment
2- Fieldwork
3- Analysis
4- Workshop with project team
(report is replaced by a workshop)
Time can be divided by 2
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30. Provide the project team with easy lessons to learn
HP Version A HP Version B
24% 37%
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31. Test early with Low-Fidelity prototypes
Layouts, visuals, processes, labels, colors
Early sketches (informal)
Graphic mockup to visualize
Layouts with content
The solution
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32. 2
Share the raw results with
the whole project team
Before making any recommendations
32
33. Share important lessons with all stakeholders
Helps make strategic decisions
Promotes collaboration
(and team integration)
Avoid low level recommendations
(not connected to the company
strategy) Castorama board of directors + design team
during a strategic workshop in nov. 2008
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34. When possible
3
Bring a user researcher
within the project team
as project management support
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35. Embed the research in the design flow
Now: Continuous user input
UR UR UR UR UR UR UR UR UR UR
1- Prototyping and design 2- Development 3- Optimization
UR UR UR
Before: User input was at critical steps of the project
Why is it cheaper?
- Less time needed to recruit the users
- No need to prepare testing material or brief the researcher
- Less redesign work (easy lessons provided on the fly)
- Customize the design team to user needs and behavior
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36. Example: fnacmusic.com
10 months project
27 days of testing during 8 months (214 Participants)
No redesign during first 2 years
We built 束 in store 損 lab
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38. 6 tips for quick and easy user research
1. Start with fast and cheap methods (e.g. expert reviews)
2. Test unfinished material (e.g. dont build a prototype dedicated to testing)
3. Break user feedback phases in small segments (as a continuous process)
4. Test with fewer users but more often
5. Go to participants home or office if you have time (and attend sessions when possible)
6. Dont ask for a report or user session notes (ask for a workshop right after the sessions +
annotated screenshots)
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41. 3 simple lessons
we have learned
About doing global user research
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42. Lesson #1
Every member of the team must
share the same vision
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43. Lesson #2
Every member of the team must have
continuous feedback
from the user
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44. Lesson #3
Every member of the team must be
willing to learn from mistakes
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45. Read our latest book!
Win 5 copies of our book today!
(Leave your business card in the basket, we will draw winners later today!)
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