Course 2 - Start The UX Design Process
Course 2 - Start The UX Design Process
Week 1
There are two key parts to every UX design project: conducting research to learn
about the users you’re designing for, and gathering feedback about their
perspectives. UX design is all about putting the user first, and research helps
designers understand those users.
UX research focuses on understanding user behaviors, needs, and motivations
through observation and feedback. UX research aligns what you, as the designer,
think the user needs with what the user actually needs.
Foundational research is the research that took place before anything is designed,
during this stage, you will also make personas and user stories. It answers the
following question:
What should we build?
What are the user problems?
How can we solve them?
Am I aware of my own biases, and am I able to filter them as I do research?
Design research is the research that took place during the design phase, or phase
3, of the product development life cycle. In design research the goal is to answer
the question:
How should we it? (Things to ask users during this phase: how was your
experience using the prototype today? How easy or difficult was it to use?
Why? Did you encounter any challenges?)
Common design research methods:
Post-launch research can be used before the end of the product development life
cycle and can be used to evaluate how well a launch feature is meeting the needs
of users. It answers the question:
Did we succeed?
Research methods you might use to conduct post-launch research include:
A/B testing
Usability studies
Surveys
Logs analysis: A research method used to evaluate recordings of users
while they interact with your design, tools, etc.
Key-qualities of UX researcher
Empathy: ability to understand someone else’s feelings or thought in a
situation.
Pragmatism: is a practical approach to problem-solving. Pragmatic people
are focused on reaching goals.
Collaboration: ability of work with a range of people, personalities, and
work styles.
Primary research: research you conduct yourself. Interview users, survey users or
conduct a usability study to hear from users directly.
Secondary research: research that uses information someone else has put
together. Can be information from books, articles, or journals. Is done at the very
beginning of the product development life cycle, before any ideation.
Benefits:
Saves time and money
Immediately accessible
Backs up primary research
Drawbacks
No first-hand user interaction
No specific user feedback
How data can be collected
Quantitative research: focuses on data that can be gathered by counting or
measuring. Quantitative research is often based on surveys of large groups of
people using numerical answers. This type of research often answers questions
like: how many? How much?
Qualitative research: focuses on observations about why and how things happen.
Qualitative research is often based on interviews, where we focus on a smaller
number of users and understand their needs in greater detail. This type of
research answers questions like: Why? Or, how did this happen?
Quantitative research gives you the “what” and qualitative research gives you the
“why”.
Methods: how you get the research done. The research method we choose is
decided by the question we’re trying to answer.
Interview: method used to collect in-depth information on people's
opinions, thoughts, experiences, and feelings. Interviews are usually
conducted in person and include a series of open-ended questions where
the researcher asks the user about their experience. Use interviews when
your questions require a detailed response.
Benefits:
a. Understand what users think and why
b. Ask follow up questions
Drawbacks:
Surveys: an activity where many people are asked the same questions to
understand what most people think about a product. Surveys allow us to
hear of many users. Includes a mix of quantitative and qualitative
questions. Is most useful when you already have some initial understanding
of the user’s pain points.
Benefits:
a. Large sample size
b. Fast
c. Inexpensive
Drawbacks:
a. No in-depth feedback
Benefits:
a. Firsthand user interaction
b. Challenge our assumptions
c. In-depth feedback
Drawbacks:
PS: During a usability study, you get a chance to see how your end
users interact with your new product or feature, and afterward you can
interview the users to learn more about their experience. The usability
study data is then used to improve the UX of the design. If the product has
already launched, a post-launch usability study might include data like
success metrics and key performance indicators, which are commonly
known as KPIs.
Confirmation bias
Occurs when you start looking for evidence to prove a hypothesis you have.
Primacy bias
Remember the first participant most strongly.
Recency bias
It’s easiest to remember the last thing you heard.
Implicit bias
The collection of attitudes and stereotypes we associate to people without
our conscious knowledge.
Week 2
When you have pity for someone, you feel sorry for them. But pity usually has
condescending overtones. When you have sympathy for someone, you
acknowledge their feelings, but you keep yourself from experiencing those
feelings. Empathy goes beyond sympathy. When you empathize with
someone, you share their mental and emotional experiences. Empathy is at the
core of everything we do.
UX design is not about solving problems we assume users want solved. It’s about
solving problems that users actually want solved.
Ask lots of questions. As a UX designer, you cannot make assumptions about the
needs of your users. Instead, ask your users directly about their needs and wants,
which your product design can address. Ask questions that begin with what, how,
and why to gain a deeper understanding of your users’ perspective.
Become more observant. Shift your focus to the whole user and not just the
words they are using. In interviews where the user is physically present or on a
video recording, watching a user interact with you or your product can provide
physical cues that can affect your research outcomes. To help capture
observations, you’ll take detailed notes or even record your sessions with users.
Request input. It’s important that the feedback you receive is objective and
unbiased. Friends or colleagues often provide biased, mostly positive feedback
because they want to support or please you. So, it’s important to request input
from a variety of sources and a diverse group of users. When asking for feedback,
use open-ended questions to understand the user’s actual thoughts on the
experience or product.
Have an open mind. We all have biases. Remember, a bias is favoring or having
prejudice against something or someone, based on limited information. As UX
designers, we have to set those biases aside to better empathize with others. Your
goal is to understand users, not to complicate their feedback with your own
opinions and emotions.
Exemplar
Interview goals:
Interview questions:
1. Can you describe your current schedule and how you balance your
responsibilities with meal planning?
2. How often do you order meals from a restaurant? When you do, what
is your motivation for doing so?
3. What challenges do you face in the ordering process? How does this
make you feel?
4. Is there any way in which you feel these challenges could be resolved?
Ages 18-62
Lives in metropolitan or suburban areas
People who order food from restaurants at least once a week
Include participants of different genders
Include participants with different abilities
Recording the interview. One of the best ways to ensure all the information you
need from your interviews is saved is to record the interview. Having a recording
allows you the flexibility to revisit and easily pull important feedback even after the
interview is done. This is especially useful if you’re conducting interviews on your
own, so you don’t have to facilitate the interview, take notes, and digest the
responses simultaneously.
Taking notes during the interview. Another tool you should use to capture
important feedback from the interview is note taking. If you were conducting
interviews for a company or with a team, you would probably have a dedicated
note taker supporting the lead interviewer. This allows the lead interviewer to
focus on the participant and move the conversation forward.
This can be as simple as jotting down bullet points of interesting quotes, recording
quick observations, or writing down follow-up questions to ask the participant
next. Recording the session relieves the pressure of capturing everything in your
notes, so you can devote your attention to the interview. However, if a recording is
not possible, make sure the participant understands that when you're writing or
typing, it’s because you’re taking notes, so you don’t forget any of the great
information they’re sharing.
Personas: fictional users whose goals and characteristics represent the needs of a
larger group of users.
Benefits of personas
Build empathy
Tell stories
User story: a fictional one-sentence story told from the persona’s point of view to
inspire and inform design decisions. (Also known as scenarios and user cases)
Advantages
Prioritize design goals
Unite the team
Inspire empathetic design decisions
Personalize pitches to stakeholders
User story structure
As an (type of user), I want to (action), so that (benefit).
Type of user – who we are designing for
Action – what the user hopes will happen
Benefit – why the user wants the action to happen
Example: As an online shopper, I want to receive a text when the item arrives, so that I
can pick it up right the way.
Happy path: a user story with a happy ending.
Edge case: a rare situation or unexpected problem that interrupts a standard user
experience.
User journey (journey map): the series of experiences a user has as they achieve a
specific goal.
Benefits of user journey mapping
Helps UX designers create obstacle-free paths for users
Reduces impact of designer bias
Highlights new pain points
Identifies improvement opportunities
Consider accessibility when empathizing
Accessibility is not just designing to include a group of users with varying abilities.
Instead, it extends to anyone who is experiencing a permanent, temporary, or
situational disability.
Touch
See
Use a larger font to create a reader-friendly design of the app.
Ensure the app and the images have alternate text that can be read by a
screen reader.
Detect whether the user is operating a motor vehicle.
Design the app with high contrast colors.
Don’t rely on text color to explain navigation or next steps. For example,
don’t use red text alone as an indicator of a warning. Instead, your design
should include explicit instructions.
Hear
Don’t rely solely on sounds to provide app updates, like a new message
notification. Instead, enable haptics, which are vibrations that engage a
user’s sense of touch, and notification lights.
Apply closed captioning to all videos.
Provide a text messaging system within the app to allow users to
communicate through writing.
Speak
Provide written intros, descriptions, and instructions for users, in addition
to video-based content.
Provide Real-Time Texting during phone calls with users or with app
support.
Arrange alternatives for automated systems that rely on speech
recognition.
Provide an in-app messaging system that allows the use of emojis and
image uploads.
Curt-cub effect: a phenomenon that describes how products and policies designed
for people with disabilities often end up helping everyone.
Week 4
Human-centered
Broad enough for creative freedom
Narrow enough to be solved by a design
(User name) is a (user characteristics) who needs (user need) because (insight).
Example: Amal is an athlete who needs to sign up for workout classes because the
class he wants to participate in fills up fast.
What we can learn from an effective problem statement
Establish goals
Understand constraints
Define deliverables
Create benchmarks for success
Who is experiencing the problem? Knowing your users and their background is key
to creating successful solutions for them.
What are the pain points you’re trying to solve? Determining a user’s pain points
early allows you to answer the rest of these questions and clarify the context of the
pain points.
Where is the user when they’re using the product? A user’s physical context
matters to your design.
When does the problem occur? Maybe it’s right after the end of a long and tedious
process, or maybe it’s something that happens daily. Knowing when the problem
occurs can help you better empathize with the user’s feelings.
Why is the problem important? Knowing how this problem affects your user’s
experience and life will help to clarify the potential consequences.
How are users reaching their goals by using the product? Understanding how
users reach their goals allows you to map the user journey that they take through
your product.
Hypothesis statement: our best educated guess on what we think the solution to a
design problem might be.
Example: If Amal downloads the gym’s app then he can reserve his favorite class in
advance. Or, Amal needs an app that allows him to reserve his favorite classes in
advance and notifies him of the first opportunity to sign up.
Value proposition: the reason why a consumer should use a product or service.
Value propositions ensure that users have a reason to use the product that
you are creating, as opposed to any other product currently available.
Step 1. Describe your product’s features and benefits. Create a list of all the
great features and benefits of your product, big and small. Don’t hold back; list
everything that comes to mind and then narrow it down later.
Step 2. Explain the value of the product. Anything that you identify as a value
proposition needs to be beneficial to your users. The giant list of features and
benefits from step one is sorted into those categories.
These features and benefits were not sorted into the categories and were instead
set to the side.
Step 3. Connect these features and benefits with the needs of your users. The
goal is to identify what’s truly valuable to the user and not just a cool feature that
users didn’t ask for. To determine value, take the personas you’ve developed and
pair each persona with a value proposition that meets their biggest pain point.
Step 4. Review your official value proposition list. You’ve narrowed your list
down of lots of benefits and features by matching them with actual user needs.
Now it’s time to review the list of value propositions your product offers.
One way to check out your product’s competitors is to read reviews. Sort the
reviews from lowest to highest, and closely examine what reviewers are sharing
about your competition.
One of the most important things to know about value propositions is that they
need to be short, clear, and to the point. Users want to be able to easily identify
exactly how your product will meet their unique needs and what sets your product
apart in the market.
Human factor: the range of variables humans bring to their product interactions.
Impatience
Limited memory
Needing analogies
Limited concentration
Changes in need
Needing motivation
Prejudices
Fears
Making errors
Misjudgment
When multiple, similar objects are present, the one that differs from the
rest is most likely to be remembered.
When people are given a list of items, they are more likely to remember the
first few and the last few, while the items in the middle tend to blur.
Hick’s Law
The more options a user has the longer it takes for them to make a
decision.
Week 5
Ideation: the process of generating a broad set of ideas on a given topic, with no
attempt to judge or evaluate them.
Design can help facilitate a conversation between a business and its users.
Direct competitors: have offerings that are similar to your product and focus on
the same audience.
Stifle creativity
Depend on how well you interpret the findings
Not all designs work in all use cases
Need to be done regularly
Might – our ideas are possible solutions, not the only solution
We – collaborative effort