Design Bits

UX research methods, step by step

36 methods for product managers, designers and researchers, from a project brief to a handoff spec. Each guide says how to do it, what you need, what you get and what to do next.

Plan

Research

  • Run an interviewTalk to one participant and capture what they said and did.
  • Compare competitorsCompare existing products feature by feature, from their own websites.
  • Scan the webFind what peer-reviewed studies, official statistics and other sources already say about your questions.

Synthesize

  • Affinity mappingGroup observations from several sources into themes.
  • Synthesize insightsCombine themes and data into a few statements you can act on.
  • Build a personaDescribe a representative user, grounded in research.
  • Map a journeyLay out what a persona does, step by step, and how it feels.
  • Write jobs to be doneDescribe the progress people are trying to make, and what they hire to make it today.
  • Map empathyLay out what someone says, thinks, does and feels, from the evidence.
  • Map opportunitiesLink one outcome to the opportunities that could move it, and the ideas for each.
  • Find contradictionsFind where the evidence disagrees: between people, between what someone says and does, and between the numbers and the talk.
  • Code the dataTag every excerpt with a code and count how often each comes up, across all your sources.
  • Ask a persona panelPut one question to several personas and see their answers side by side.

Ideate

  • Write how-might-we statementsReframe pain points as open questions to design for.
  • Ideate conceptsGenerate ideas for a how-might-we and shape the best into a concept.
  • Map assumptionsFind what has to be true for the concept to work, and what your research already says about it.
  • Run a pre-mortemImagine the concept failed a year from now, and work out why.
  • Write a scenarioTell a concrete story about the persona, grounded in real quotes, for workshops and storyboards.
  • Vary the conceptPush one concept in several directions and get a card for each variant.
  • Score conceptsScore concepts against the research, with a cited reason for every score.

Prototype & test

  • Build a prototypePlan the lowest-fidelity prototype that tests the concept, build it in your prototyping tool, and link it back.
  • Run usability testsWatch people use the prototype and report what happened.
  • Write a handoff specDescribe what to build, informed by what testing showed.
  • Review as stakeholdersHear the concerns engineering, legal, support or a sceptical exec would raise, before the real review.
  • Write copy optionsWrite names, value propositions or microcopy in the words participants actually use.

Share

  • Write a readoutTurn findings into a deck for people who weren’t in the research, with every claim traced to its source.

Checks

  • Audit the evidenceCheck every claim in an artifact against the research behind it.
  • Find coverage gapsSee which research questions the evidence answers, which it barely touches, and who is missing from the sample.
  • Check for biasCatch leading questions before research runs, and confirmation bias after it.
  • Check what new evidence changesSee which insights and personas new evidence strengthens, weakens or contradicts.

Research templates

Ways of working, as phases and the steps they usually take.

Check that something works

Understand people and the problem

  • Exploratory studyWe don’t know the problem well yet: why do people do what they do? 2–4 weeks.
  • Jobs to be doneWhy do people start using, switch to or leave a product like yours? 2–3 weeks.

Run a whole project

  • Double DiamondA whole project, from understanding a problem to a tested answer. 6–10 weeks.
  • Design ThinkingEmpathize, define, ideate, prototype and test, in the classic five modes. 4–6 weeks.

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