# User Research and Validation ## Overview This skill teaches systematic user research methodology across all project phases, from initial discovery through post-launch optimization. Use when you need to understand users, test designs, or validate design decisions with evidence. **Core Principle**: Design decisions based on user evidence are more successful than decisions based on assumptions, intuition, or stakeholder opinions alone. ## When to Use Load this skill when: - Starting a new project (need to understand users first) - User asks: "How do I test this design?", "Will users understand this?" - Validating design decisions before development - Post-launch evaluation and optimization - User mentions: "research", "testing", "validation", "users", "interviews", "usability" **Don't use for**: Pure design specification (use visual/interaction/IA skills), technical implementation ## The User Understanding Model A systematic 5-phase approach matching project lifecycle: **Phase 1: DISCOVERY** - Understand users, context, problems **Phase 2: GENERATIVE** - Explore possibilities, ideate solutions **Phase 3: EVALUATIVE** - Test designs, identify usability issues **Phase 4: VALIDATION** - Confirm design meets user needs **Phase 5: POST-LAUNCH** - Measure impact, identify improvements Each phase has specific methods, research questions, and deliverables. ## Phase 1: Discovery Research ### Purpose Understand users deeply before designing solutions. Answer: Who are the users? What problems do they face? What's their current workflow? **When to use**: Project kickoff, redesign, entering new market, foundational understanding ### Research Methods #### Method 1: User Interviews (Contextual Inquiry) **Setup:** - 5-8 participants (representative sample) - 30-60 minutes per interview - User's environment (office, home, wherever they'd use product) - Record with permission (audio/video) **Script structure:** 1. Introduction (5 min) - Build rapport, explain purpose 2. Background (10 min) - Demographics, tech comfort, role 3. Current workflow (20 min) - "Walk me through how you currently..." 4. Pain points (15 min) - "What's frustrating about this?" 5. Goals and motivations (10 min) - "What would success look like?" **Key questions:** - "Tell me about the last time you [did task]..." - "What's the hardest part of [workflow]?" - "If you could wave a magic wand, what would you change?" - "What workarounds have you developed?" **Good practices:** - Ask open-ended questions ("Tell me about..." not "Do you like...?") - Follow up with "Why?" to understand motivations - Observe actual behavior (not just self-reported) - Stay neutral (don't lead toward your preferred solution) **Anti-patterns:** - Leading questions ("Don't you think X would be better?") - Only talking to power users (miss mainstream needs) - Interviewing in artificial settings (miss real context) - Pitching your solution (you're here to learn, not sell) #### Method 2: Field Observations (Ethnographic) **Setup:** - Observe users in natural environment - 2-4 hours per observation - Take notes on context, workarounds, interruptions - Minimal intervention (be a fly on wall) **What to observe:** - Physical environment (lighting, noise, space constraints) - Tools they use (software, hardware, paper notes) - Workarounds (sticky notes, spreadsheets, manual steps) - Interruptions (calls, colleagues, notifications) - Emotional reactions (frustration, confusion, satisfaction) **Documentation:** - Photos of workspace (with permission) - Video of workflows (if allowed) - Detailed field notes - Artifacts (forms they fill, outputs they create) **Benefits:** - See actual behavior (not self-reported) - Discover unarticulated needs - Understand real context (messy reality, not ideal) #### Method 3: Diary Studies **Setup:** - Users log experiences over time (1-4 weeks) - Mobile app, Google Form, or notebook - Daily or event-triggered entries - Minimal burden (3-5 minutes per entry) **Entry prompts:** - "What task did you complete?" - "Rate difficulty (1-5)" - "What went well? What was frustrating?" - "Photo of situation (optional)" **When to use:** - Longitudinal behavior (patterns over time) - Infrequent tasks (happens weekly, not daily) - Context variety (different locations, times) #### Method 4: Analytics Review (Quantitative Baseline) **Data to gather:** - Usage patterns (feature adoption, frequency) - Drop-off points (where users abandon) - Error rates (where things break) - Time on task (efficiency baseline) - Device/browser distribution **Tools:** - Google Analytics, Mixpanel (web) - Firebase Analytics (mobile) - Hotjar, FullStory (session recordings) - Server logs (API usage, errors) **Look for:** - High-traffic flows (optimize these first) - Abandonment funnels (usability issues) - Feature deserts (built but not used) - Error spikes (technical or UX problems) ### Research Questions to Answer **User Characteristics:** - Who are they? (demographics, role, tech comfort) - What's their experience level? (novice → expert) - What devices do they use? (mobile, desktop, tablet) - What's their context? (office, home, on-the-go, distractions) **Goals and Motivations:** - What are they trying to accomplish? - Why is this important to them? - What's their success criteria? - What would make them switch to competitor? **Current Workflow:** - How do they accomplish task today? - What tools do they use? - What steps are involved? - How long does it take? **Pain Points:** - What's frustrating about current approach? - Where do they get stuck? - What errors do they encounter? - What workarounds have they developed? **Mental Models:** - How do they think about the problem space? - What terminology do they use? - What categories make sense to them? - What analogies do they use? ### Deliverables #### User Personas **Structure:** - Name and photo (humanize) - Demographics (age, role, tech comfort) - Goals (what they want to accomplish) - Pain points (current frustrations) - Behaviors (how they work today) - Quote (memorable user voice) **Example:** ``` Sarah - The Efficiency-Focused Manager Age: 35 | Role: Marketing Manager | Tech Comfort: Medium Goals: - Monitor campaign performance at a glance - Quickly generate reports for executives - Collaborate with team on content calendar Pain Points: - Data scattered across 5 different tools - Takes 2 hours to build executive report - Can't see real-time campaign status Behaviors: - Checks dashboard 3-4 times per day - Works primarily on laptop, occasionally mobile - Prefers visual summaries over detailed tables Quote: "I just want to see what's working and what's not, without digging through spreadsheets." ``` **Good practices:** - Base on real research (not assumptions) - 3-5 personas (not 10+, too many to use) - Focus on behaviors and goals (not just demographics) - Include primary persona (design for this one first) **Anti-patterns:** - Marketing personas (not UX personas - different goals) - Stereotypes without research basis - Too many personas (design becomes unfocused) - Perfect users (no pain points or constraints) #### Journey Maps **Structure:** - Phases (stages of user journey) - Actions (what user does at each stage) - Thoughts (what they're thinking) - Emotions (how they feel - graph line) - Pain points (frustrations encountered) - Opportunities (where design can help) **Example: E-commerce Purchase Journey** ``` Phase 1: DISCOVERY Actions: Search, browse categories, filter results Thoughts: "Do they have what I need?" Emotions: Curious → Frustrated (can't find it) Pain points: Unclear categories, too many results Opportunities: Better search, faceted filtering Phase 2: EVALUATION Actions: Compare products, read reviews, check specs Thoughts: "Is this the right choice? Can I trust this?" Emotions: Analytical → Uncertain Pain points: Missing spec comparisons, conflicting reviews Opportunities: Comparison tool, verified reviews Phase 3: PURCHASE Actions: Add to cart, enter shipping, payment Thoughts: "Is this secure? What if I need to return it?" Emotions: Cautious → Anxious Pain points: Unexpected shipping costs, unclear return policy Opportunities: Transparent pricing, clear return policy upfront ``` **Good practices:** - Based on real user journeys (not ideal path) - Include emotional arc (highs and lows) - Highlight pain points (design opportunities) - Show cross-channel journeys (mobile → desktop) #### Research Insights Report **Structure:** 1. Executive Summary (1 page) 2. Methodology (who, how, when) 3. Key Findings (5-10 insights with evidence) 4. User Personas (detailed profiles) 5. Journey Maps (visual workflows) 6. Opportunity Areas (prioritized design implications) 7. Appendix (raw data, interview transcripts) **Key Findings Format:** ``` Finding 3: Users abandon checkout due to unexpected costs Evidence: - 67% of users mentioned shipping costs as frustration (8/12 interviews) - Analytics show 43% cart abandonment at shipping step - "I hate when they hide the total cost until the end" - multiple quotes Implications: - Show estimated total early in flow - Be transparent about shipping costs upfront - Consider free shipping threshold Priority: HIGH (affects 43% of users at critical conversion point) ``` ## Phase 2: Generative Research ### Purpose Explore possibilities and generate solutions collaboratively with users. Answer: How do users think about organizing this? What solutions resonate with them? **When to use**: After discovery, during ideation, before committing to specific design direction ### Research Methods #### Method 1: Card Sorting **Purpose**: Understand how users mentally organize information **Types:** **Open Card Sorting** (exploratory): - Users create their own categories - Reveals mental models - Use for new IA, unclear structure **Closed Card Sorting** (validation): - Users place cards in predefined categories - Tests proposed structure - Use to validate IA decisions **Setup:** - 15-30 participants (for statistical validity) - 40-60 cards (content items, features) - Online tools: OptimalSort, UserZoom - Physical cards: 3x5 index cards **Process:** 1. Participant gets stack of cards (each = content item) 2. "Group these in a way that makes sense to you" 3. "Name each group you created" 4. (Optional) "Describe your thinking" **Analysis:** - Cluster analysis (which cards grouped together frequently) - Category names (user terminology) - Patterns across participants (consensus vs diversity) **Deliverables:** - Dendrogram (tree showing card relationships) - Category labels (from user language) - IA recommendations (structure that matches mental models) **Good practices:** - Use actual content (not generic labels) - Test with representative users (not internal team) - Mix easy and ambiguous items (find the edge cases) **Anti-patterns:** - Too many cards (>60 = cognitive overload) - Cards that overlap (confuses participants) - Only testing with 3 users (not statistically valid) #### Method 2: Co-Design Workshops **Purpose**: Generate solutions collaboratively with users **Setup:** - 6-10 participants (representative users) - 2-3 hours - Materials: paper, markers, sticky notes, templates - Facilitators: 1 lead, 1 note-taker **Activities:** **Brainstorming:** - "How might we [improve X]?" - Quantity over quality (defer judgment) - Build on others' ideas - 10-15 minutes of rapid ideation **Sketching:** - Low-fidelity sketches (no art skills needed) - 8-12 frames (crazy eights method) - Focus on flows, not pixel perfection - 5 minutes per sketch round **Dot Voting:** - Participants vote on favorite ideas - 3 dots per person - Can cluster votes or spread them - Reveals group priorities **Storyboarding:** - Map ideal user journey - Before/during/after scenarios - Show context and emotions - Identify key moments **Benefits:** - Users feel heard (buy-in) - Uncover unarticulated needs - Generate diverse ideas - Validate assumptions early #### Method 3: Concept Testing **Purpose**: Test early ideas before investing in high-fidelity design **Format:** - Sketches, wireframes, or paper prototypes - 5-8 participants - 15-30 minutes per session - Show concept, gather reactions **Questions:** - "What do you think this does?" - "How would you use this?" - "What's unclear or confusing?" - "How does this compare to current approach?" - "Would you use this? Why or why not?" **Variations:** **A/B Concept Testing:** - Show two different approaches - Ask which they prefer and why - Not a vote (understand reasoning) **Desirability Study:** - Show concept - "Pick 5 words that describe this" (from 60-word list) - Reveals emotional response and brand perception **Benefits:** - Fail fast (before development) - Understand reactions (not just usability) - Compare directions (which resonates) #### Method 4: Affinity Mapping (Synthesis) **Purpose**: Synthesize research findings into insights **Process:** 1. Write each observation on sticky note (from interviews, studies) 2. Put all notes on wall 3. Group similar observations together 4. Name each group (theme) 5. Identify patterns across themes **Example themes:** - "Users struggle with navigation" (12 notes) - "Price transparency is critical" (8 notes) - "Mobile experience is frustrating" (15 notes) **Deliverables:** - Thematic clusters (key insights) - Priority order (by frequency or impact) - Design implications (what to do about it) **Good practices:** - Involve cross-functional team (diverse perspectives) - Use actual user quotes (not interpretations) - Look for patterns (not one-off comments) - Connect to business goals (not just user wants) ### Deliverables **Information Architecture Proposals:** - Sitemap (navigation structure) - Category labels (user terminology) - Justification (based on card sorting, mental models) **Low-Fidelity Concepts:** - Paper sketches (workflow options) - Wireframes (structure, no visual design) - Flow diagrams (user paths) **Feature Prioritization:** - MoSCoW method (Must/Should/Could/Won't) - Impact vs effort matrix (quick wins vs long-term) - User priority (from co-design voting) ## Phase 3: Evaluative Research ### Purpose Test designs to identify usability issues before development. Answer: Can users complete tasks? Where do they struggle? **When to use**: Mid-design, after wireframes/prototypes created, before high-fidelity investment ### Research Methods #### Method 1: Usability Testing (Moderated) **Purpose**: Watch users attempt tasks, identify friction points **Setup:** - 5-8 participants (Nielsen: 5 users find 85% of issues) - 45-60 minutes per session - Prototype (clickable wireframes or mockups) - Think-aloud protocol (narrate thoughts) **Test structure:** 1. **Introduction (5 min)** - Explain purpose: "Testing design, not you" - Ask to think aloud - Remind: no wrong answers 2. **Warm-up task (5 min)** - Easy task to practice thinking aloud - Builds comfort 3. **Core tasks (30 min)** - 5-7 realistic tasks - Specific, scenario-based - "You need to [goal]. Show me how you'd do that." 4. **Post-task questions (10 min)** - "What was confusing?" - "What would you change?" - "How does this compare to current approach?" 5. **Wrap-up (5 min)** - Overall impressions - Thank participant **Good task examples:** - "You need to change your shipping address. Show me how." (specific goal) - "Find the return policy for this product." (findability) - "Compare the features of these two plans." (information clarity) **Bad task examples:** - "Click the settings button" (too specific, not realistic) - "What do you think of this page?" (not a task) - "Do you like the blue button?" (leading, not behavioral) **What to observe:** - Task success (completed, partial, failed) - Time on task (efficiency) - Errors (wrong clicks, backtracking) - Confusion (hesitation, pauses, "hmm...") - Workarounds (unexpected paths to goal) - Emotional reactions (frustration, delight) **Note-taking:** - Use observer template (task, time, success, notes, severity) - Record session (with permission) - Tag issues (navigation, labeling, feedback, visual hierarchy) **Good practices:** - Don't help (unless completely stuck) - Probe for understanding ("What are you thinking?") - Stay neutral (no leading) - Test realistic tasks (not feature tours) **Anti-patterns:** - Leading users ("Try clicking the blue button") - Defending design ("But that's obvious, isn't it?") - Testing with 1-2 users only (not enough) - Testing final-stage designs (too late to fix major issues) #### Method 2: Unmoderated Remote Testing **Purpose**: Scale testing across more users, faster **Tools:** - UserTesting.com - Maze - Lookback - UsabilityHub **Setup:** - 10-20 participants (broader sample) - 15-20 minutes per test - Pre-recorded task instructions - Automated metrics **Advantages:** - Faster turnaround (hours, not weeks) - Larger sample size (statistical confidence) - No scheduling logistics - Users in natural environment **Disadvantages:** - Can't probe ("Why did you do that?") - Technical issues harder to diagnose - Less nuanced observations **When to use:** - Quick validation (A vs B) - Large sample needed - Limited budget/time - Simple task flows #### Method 3: Tree Testing **Purpose**: Validate information architecture (findability) **Setup:** - Text-only hierarchy (no visual design) - 15-30 participants - 5-8 findability tasks - Online tool: Treejack (Optimal Workshop) **Process:** 1. Show text sitemap (categories and subcategories) 2. Task: "Where would you look to find [X]?" 3. Participant clicks through hierarchy 4. Success or failure recorded **Metrics:** - Task success rate (found correct location) - Directness (straight path vs backtracking) - Time to complete - First click (did they start in right direction?) **Analysis:** - Which categories are clear vs confusing? - Where do users go wrong? (misleading labels) - Which content is hard to find? (IA gaps) **Benefits:** - Tests IA without visual design (pure structure) - Identifies labeling issues - Fast to run and analyze #### Method 4: First-Click Testing **Purpose**: Validate if users can start tasks correctly **Setup:** - Screenshot or prototype - "To accomplish [task], what would you click first?" - One click per task - 15-30 participants **Analysis:** - Heat map (where users clicked) - Success rate (clicked correct element) - Misclicks (where they went wrong) **Insight:** - First click predicts task success (if first click right, 87% complete task successfully) - Identifies unclear navigation - Tests visual hierarchy (do important elements get clicked?) ### Research Questions to Answer **Usability:** - Can users complete core tasks? - How long does it take? (efficiency) - What errors do they make? - Where do they get stuck? **Findability:** - Can users locate features/content? - Do labels make sense? - Is navigation intuitive? - Do search results match expectations? **Comprehension:** - Do users understand what elements do? - Is feedback clear? - Are error messages helpful? - Is terminology familiar? **Satisfaction:** - Is the experience pleasant? - What delights users? - What frustrates them? - Would they recommend it? ### Deliverables #### Usability Findings Report **Structure:** 1. **Executive Summary** - Overall success rates - Top 5 critical issues - Recommendations priority 2. **Methodology** - Participants (who, how recruited) - Tasks tested - Test environment 3. **Findings by Task** - Task description - Success rate (5/8 completed) - Time on task (average) - Key issues observed - Severity rating 4. **Issue Details** - Issue description (what went wrong) - Severity (critical/high/medium/low) - Evidence (quotes, clips, frequency) - Recommendation (how to fix) - Affected users (5/8 participants) 5. **Prioritized Recommendations** - Quick wins (high impact, low effort) - Critical fixes (before launch) - Future improvements (next iteration) **Issue Severity Scale:** - **Critical**: Blocks task completion, affects all users - **High**: Major friction, affects most users - **Medium**: Slows users down, workarounds exist - **Low**: Minor annoyance, rare occurrence **Example Finding:** ``` Issue #3: Users can't find the "Save" button (HIGH SEVERITY) Observed: 6/8 participants looked around screen for 10+ seconds before finding save button in bottom-right corner. Two gave up and asked for help. Quotes: - "Where's the save button? I keep looking for it..." - "Oh, it's way down there. I didn't see it." Recommendation: Move save button to top-right (expected location) OR make it a prominent floating action button. Consider adding keyboard shortcut (Cmd+S) for power users. Priority: Fix before launch (blocks core workflow) ``` #### Task Success Rates **Metrics table:** | Task | Success | Partial | Failed | Avg Time | Notes | |------|---------|---------|--------|----------|-------| | Change shipping address | 7/8 (88%) | 1/8 | 0/8 | 45s | Easy | | Find return policy | 4/8 (50%) | 2/8 | 2/8 | 2m 15s | Label unclear | | Compare pricing plans | 2/8 (25%) | 3/8 | 3/8 | 3m 30s | Table confusing | **Benchmark targets:** - Core tasks: >80% success rate - Secondary tasks: >60% success rate - Average task time: <2 minutes for common tasks **Issue Severity Ratings:** - Critical: 5 issues (must fix) - High: 8 issues (should fix) - Medium: 12 issues (consider) - Low: 6 issues (backlog) ## Phase 4: Validation Research ### Purpose Confirm design meets user needs and follows best practices before launch. Answer: Is design ready to ship? **When to use**: Pre-launch, final design validation, quality assurance ### Research Methods #### Method 1: Heuristic Evaluation (Expert Review) **Purpose**: Expert applies usability principles to find violations **Framework: Nielsen's 10 Usability Heuristics** 1. **Visibility of system status** - Users know what's happening 2. **Match system and real world** - Familiar language and concepts 3. **User control and freedom** - Undo/redo, escape hatches 4. **Consistency and standards** - Patterns match conventions 5. **Error prevention** - Design prevents mistakes 6. **Recognition over recall** - Minimize memory load 7. **Flexibility and efficiency** - Shortcuts for power users 8. **Aesthetic and minimalist** - No unnecessary information 9. **Error recovery** - Help users fix mistakes 10. **Help and documentation** - When needed, accessible **Process:** 1. Expert walks through interface 2. Evaluates against each heuristic 3. Documents violations (with severity) 4. Provides recommendations **Severity scale:** - 0 = Not a problem - 1 = Cosmetic (fix if time) - 2 = Minor usability issue - 3 = Major usability issue (priority) - 4 = Usability catastrophe (must fix) **Benefits:** - Fast (1-2 days) - Cheap (expert time only, no users) - Finds 30-40% of issues - Good for catching obvious violations **Limitations:** - Expert opinions (not user behavior) - Misses novel issues (not covered by heuristics) - Should complement user testing (not replace) #### Method 2: Cognitive Walkthrough **Purpose**: Step through tasks to find learning barriers **Process:** 1. Define user persona and goals 2. List task steps 3. For each step, ask: - "Will user know what to do?" - "Will user see how to do it?" - "Will user understand the feedback?" - "Will user know they're making progress?" **Example walkthrough: Change password** ``` Step 1: User needs to find settings → Will user know settings exist? (Yes, common pattern) → Will user see settings menu? (Yes, in top-right nav) → Issue: None Step 2: User needs to find "Change Password" → Will user know it's in Account section? (Maybe - test) → Will user see it in the list? (Yes, clear label) → Will user understand it's clickable? (Yes, styled as link) → Issue: None Step 3: User needs to enter current password → Will user understand why? (Yes, security explained) → Will user remember current password? (Maybe - offer "Forgot?" link) → Issue: Add "Forgot password?" link ``` **Deliverable**: Step-by-step analysis with identified learning barriers #### Method 3: Accessibility Audit (WCAG Compliance) **Purpose**: Ensure design is accessible to people with disabilities **Standards: WCAG 2.1 Level AA** (minimum legal requirement) **Automated checks** (tools: Axe, Lighthouse, WAVE): - Color contrast (4.5:1 for text, 3:1 for UI elements) - Alt text on images - Form labels - Heading hierarchy - Link text (not "click here") **Manual checks:** - Keyboard navigation (Tab, Enter, Esc, arrows) - Focus indicators visible (2px outline) - Skip links (bypass navigation) - Screen reader compatibility (NVDA, JAWS, VoiceOver) - Semantic HTML (button, nav, main, article) - ARIA labels where needed **Test scenarios:** - Navigate entire flow with keyboard only (no mouse) - Turn on screen reader, close eyes, complete task - Zoom to 200%, verify no content loss - Toggle high contrast mode, verify readable - Test with colorblind simulator (Stark plugin) **Deliverable**: Accessibility audit report - Issues found (with WCAG reference) - Severity (A, AA, AAA) - Recommendations (how to fix) - Priority (critical before launch vs future improvement) **Integration**: Reference `accessibility-and-inclusive-design` skill for detailed evaluation framework #### Method 4: Beta Testing **Purpose**: Validate in real-world conditions with real users **Setup:** - Invite 50-200 users (representative sample) - 1-4 weeks of use - Production or staging environment - Feedback channels (in-app, survey, support) **Data to collect:** - Usage metrics (adoption, frequency) - Error rates (crashes, bugs) - Support tickets (what confuses users) - Satisfaction survey (NPS, satisfaction ratings) - Feature requests (what's missing) **Benefits:** - Real workflows (not test scenarios) - Real data (not lab environment) - Uncovers edge cases (not anticipated) - Validates at scale **Risks:** - Can't fix major issues this late (should be polished already) - Users frustrated if too buggy (damages trust) - Sensitive to first impressions **When to skip:** - High-stakes launches (financial, medical) - Critical bug risk (test more before beta) - No time to act on feedback (too close to launch) ### Deliverables **Heuristic Evaluation Report:** - Violations by heuristic (grouped) - Severity ratings (prioritized) - Screenshots (annotated) - Recommendations (actionable) **Accessibility Audit:** - WCAG compliance status (pass/fail per criterion) - Issues by severity (critical → low) - Remediation steps (how to fix) - Re-test checklist (verify fixes) **Beta Feedback Synthesis:** - Quantitative metrics (usage, errors, satisfaction) - Qualitative themes (from support tickets, feedback) - Priority issues (blockers vs nice-to-haves) - Go/no-go recommendation (ready to launch?) ## Phase 5: Post-Launch Research ### Purpose Measure impact and identify next improvements. Answer: Is it working? What should we optimize next? **When to use**: After launch, ongoing optimization, annual reviews ### Research Methods #### Method 1: Analytics Analysis (Behavioral Data) **Purpose**: Understand actual usage patterns at scale **Metrics to track:** **Adoption:** - New users per week/month - Feature usage (% of users who tried feature) - Repeat usage (% who return) - Power users (top 10% usage) **Engagement:** - Sessions per user (frequency) - Session duration (time spent) - Actions per session (depth) - Retention (day 1, day 7, day 30) **Performance:** - Task completion rate (% who finish flow) - Time to complete (efficiency) - Error rate (% who encounter errors) - Drop-off points (where users abandon) **Conversion:** - Funnel conversion (% through each step) - Drop-off analysis (where and why) - Assisted conversions (multi-touch attribution) **Tools:** - Google Analytics 4 (web) - Mixpanel, Amplitude (product analytics) - Firebase (mobile) - Hotjar, FullStory (session recordings) **Analysis techniques:** - Cohort analysis (compare user groups over time) - Funnel analysis (conversion optimization) - Path analysis (common user journeys) - Segmentation (power users vs casual) #### Method 2: Surveys (Satisfaction Data) **Purpose**: Measure user satisfaction and sentiment **Types:** **NPS (Net Promoter Score):** - "How likely are you to recommend [product] to a friend?" (0-10) - Detractors (0-6), Passives (7-8), Promoters (9-10) - NPS = % Promoters - % Detractors - Follow-up: "Why did you give that score?" **CSAT (Customer Satisfaction):** - "How satisfied are you with [feature/experience]?" (1-5) - Measure specific interactions (support, checkout, onboarding) - Benchmark: >80% satisfied (4-5 rating) **CES (Customer Effort Score):** - "How easy was it to [complete task]?" (1-7) - Predicts loyalty (ease → retention) - Target: <2 average effort score **Custom surveys:** - Feature-specific questions - Usability self-assessment - Priorities for improvement - Open-ended feedback **Best practices:** - Short surveys (5 questions max) - In-context (after completing task) - Right timing (not too frequent) - Follow up on negative scores (reach out, fix issues) #### Method 3: Session Recordings (Qualitative Observation) **Purpose**: Watch real users interact with live product **Tools:** - Hotjar (web) - FullStory (web) - Lookback (mobile) - Microsoft Clarity (free) **What to look for:** - Rage clicks (rapid clicking on unresponsive element) - Confusion (hesitation, backtracking, random clicks) - Error encounters (how users recover) - Workarounds (creative solutions to design gaps) - Unexpected paths (users find their own way) **Analysis:** - Tag sessions by behavior (errors, success, confusion) - Watch sample of sessions per segment (new users, power users, churned) - Identify patterns (common issues affecting multiple users) - Prioritize fixes (high-impact, high-frequency) **Benefits:** - See actual behavior (not self-reported) - Discover unknown issues (not in hypothesis) - Empathy building (watch real struggles) **Limitations:** - Time-consuming (manual review) - Privacy concerns (anonymize, get consent) - Sampling bias (recorded sessions may not be representative) #### Method 4: Support Ticket Analysis **Purpose**: Find pain points users report **Process:** 1. Export support tickets (last 1-3 months) 2. Categorize by issue type (bug, question, request, complaint) 3. Tag by product area (checkout, navigation, settings) 4. Quantify frequency (which issues are common) 5. Identify patterns (related issues clustering) **Insights:** - Usability gaps (repeated "how do I..." questions) - Confusing flows (users need help to complete) - Missing features (workaround requests) - Error messaging (unclear error explanations) **Integration with design:** - High support volume = design issue (not just support issue) - FAQ content becomes in-app help/tooltips - Common questions reveal discoverability problems ### Deliverables **Usage Metrics Dashboard:** - Weekly active users (trend) - Feature adoption (% using each feature) - Task completion rate (success %) - Drop-off points (where users abandon) - Top user paths (common journeys) **Satisfaction Scores:** - NPS trend (month over month) - CSAT by feature (which are well-received) - Verbatim feedback (user quotes) - Sentiment analysis (positive vs negative themes) **Improvement Roadmap:** - Priority 1 (critical issues, launch blockers) - Priority 2 (high-impact improvements) - Priority 3 (nice-to-haves, future enhancements) - Justification (data supporting each priority) **Example roadmap item:** ``` Improvement: Redesign checkout flow Evidence: - 38% cart abandonment at shipping step (analytics) - "Checkout is too long" - 47 support tickets (3 months) - NPS detractors cite checkout complexity (12/20 mentions) - Session recordings show 2m 45s average (benchmark: 1m 30s) Impact: HIGH - Directly affects revenue (38% abandonment) - Frequent user complaint (47 tickets) - Competitive disadvantage (competitors faster) Recommendation: Reduce checkout from 4 steps to 2, streamline form fields, add guest checkout option Expected outcome: Reduce abandonment to <25%, increase conversion by 13% Priority: P1 (next quarter) ``` ## Integration with Design Skills Research informs and validates design decisions: ### Discovery Research → Design Skills **Findings feed into:** - `information-architecture` - Mental models inform IA structure - `visual-design-foundations` - Understand user context (lighting, device, distractions) - `interaction-design-patterns` - Learn user workflows and expectations - `accessibility-and-inclusive-design` - Identify user needs (disabilities, constraints) **Example**: Discovery reveals users frequently switch between mobile and desktop → Design must prioritize responsive consistency and cross-device sync ### Generative Research → Design Skills **Card sorting informs:** - `information-architecture` - Navigation structure and labels **Co-design feeds:** - `visual-design-foundations` - User preferences for layout and hierarchy - `interaction-design-patterns` - Expected interactions and feedback ### Evaluative Research → Design Skills **Usability testing validates:** - `visual-design-foundations` - Is hierarchy clear? Do users notice CTAs? - `information-architecture` - Can users find content? Are labels clear? - `interaction-design-patterns` - Do interactions feel responsive? Are affordances clear? - `accessibility-and-inclusive-design` - Can users with disabilities complete tasks? **Example**: Testing reveals users miss "Save" button → Visual design needs higher contrast or better placement ### Post-Launch Research → All Design Skills **Analytics and feedback identify:** - High-friction flows (redesign with all skills) - Underused features (discoverability issue → IA) - Frequent errors (interaction design → better feedback) - Accessibility complaints (audit and fix) ## When to Use Which Phase ### Starting New Project → **Phase 1: DISCOVERY** (understand users, context, problems) → **Phase 2: GENERATIVE** (explore solutions, ideate) → Design phase (apply visual/IA/interaction skills) → **Phase 3: EVALUATIVE** (test designs) → **Phase 4: VALIDATION** (pre-launch check) → Launch → **Phase 5: POST-LAUNCH** (measure impact, optimize) ### Redesigning Existing Product → **Phase 1: DISCOVERY** (understand current pain points) → **Phase 3: EVALUATIVE** (test current design, identify issues) → Design improvements (apply skills) → **Phase 3: EVALUATIVE** (test improvements) → **Phase 4: VALIDATION** (pre-launch check) → Launch → **Phase 5: POST-LAUNCH** (measure improvement) ### Optimizing Live Product → **Phase 5: POST-LAUNCH** (identify issues from analytics/support) → **Phase 3: EVALUATIVE** (test hypothesized improvements) → Design iteration (apply skills) → **Phase 3: EVALUATIVE** (validate improvements) → Launch → **Phase 5: POST-LAUNCH** (measure impact) ### Adding New Feature → **Phase 2: GENERATIVE** (co-design, concept testing) → Design feature (apply skills) → **Phase 3: EVALUATIVE** (test with users) → **Phase 4: VALIDATION** (pre-launch check) → Launch → **Phase 5: POST-LAUNCH** (measure adoption) ## Research Methods Catalog ### Qualitative Methods (Understanding Why) | Method | Phase | Purpose | Participants | Duration | |--------|-------|---------|--------------|----------| | User Interviews | Discovery | Understand needs, context | 5-8 | 30-60 min | | Field Observations | Discovery | See real workflows | 3-5 | 2-4 hours | | Diary Studies | Discovery | Longitudinal behavior | 10-15 | 1-4 weeks | | Card Sorting | Generative | Mental models, IA | 15-30 | 20-30 min | | Co-design Workshops | Generative | Generate solutions | 6-10 | 2-3 hours | | Concept Testing | Generative | Test early ideas | 5-8 | 15-30 min | | Usability Testing | Evaluative | Find usability issues | 5-8 | 45-60 min | | Cognitive Walkthrough | Validation | Learning barriers | 2-3 experts | 2-4 hours | | Session Recordings | Post-Launch | Real user behavior | Sample | 5-10 min/session | ### Quantitative Methods (Measuring What) | Method | Phase | Purpose | Sample Size | Analysis | |--------|-------|---------|-------------|----------| | Analytics Review | Discovery | Usage patterns | All users | Descriptive | | Tree Testing | Evaluative | IA validation | 15-30 | Success rate | | First-Click Testing | Evaluative | Visual hierarchy | 15-30 | Heat map | | A/B Testing | Evaluative | Compare designs | 100+ per variant | Statistical | | Surveys (NPS, CSAT) | Post-Launch | Satisfaction | 50-200 | Descriptive | | Funnel Analysis | Post-Launch | Conversion | All users | Drop-off % | ### Validation Methods (Quality Assurance) | Method | Phase | Purpose | Evaluators | Time | |--------|-------|---------|------------|------| | Heuristic Evaluation | Validation | Usability principles | 3 experts | 1-2 days | | Accessibility Audit | Validation | WCAG compliance | 1-2 specialists | 2-4 days | | Beta Testing | Validation | Real-world validation | 50-200 | 1-4 weeks | ## Deliverable Templates ### User Persona Template ``` [Name] - [Role/Archetype] Photo: [Realistic stock photo] Demographics: - Age: [Range] - Role: [Job title or context] - Tech Comfort: [Novice/Intermediate/Expert] - Location: [Context for usage] Goals: 1. [Primary goal] 2. [Secondary goal] 3. [Tertiary goal] Pain Points: 1. [Current frustration #1] 2. [Current frustration #2] 3. [Current frustration #3] Behaviors: - [How they work today] - [Tools they use] - [Frequency of use] - [Device preferences] Quote: "[Memorable statement that captures their perspective]" Scenario: [Day-in-the-life narrative showing context] ``` ### Journey Map Template ``` Journey: [User goal - e.g., "Purchase product online"] Phase 1: [STAGE NAME] ├─ Actions: [What user does] ├─ Thoughts: [What they're thinking] ├─ Emotions: [How they feel - rate 1-10] ├─ Pain Points: [Frustrations] └─ Opportunities: [Design improvements] Phase 2: [STAGE NAME] [Repeat structure] Emotion Graph: [Visual line showing emotional highs and lows across journey] Key Insights: - [Overall pattern] - [Critical moments] - [Design opportunities] ``` ### Usability Findings Template ``` Issue #[X]: [Brief description] Severity: [Critical / High / Medium / Low] Frequency: [X/Y participants affected] Description: [What went wrong in detail] Evidence: - Observation: [What you saw] - Quotes: "[User statement]" - Metrics: [Time, clicks, errors] Impact: [How this affects users and business goals] Recommendation: [Specific, actionable fix with rationale] Priority: [P0/P1/P2/P3] - P0 = Blocker (must fix before launch) - P1 = Critical (fix ASAP post-launch) - P2 = Important (next sprint) - P3 = Backlog (future improvement) Related Issues: [Links to other findings] ``` ## Common Patterns ### Pattern 1: Research-Driven Design Process **Discovery** (understand) → **Generative** (ideate) → Design (create) → **Evaluative** (test) → **Validation** (quality check) → Launch → **Post-Launch** (optimize) ### Pattern 2: Lean Validation **Evaluative** (test current state) → Design iteration → **Evaluative** (test improvement) → Launch if better ### Pattern 3: Continuous Improvement **Post-Launch** (identify issues) → Design fixes → **Evaluative** (test fixes) → Launch → **Post-Launch** (measure impact) → Repeat ### Pattern 4: Feature Development **Generative** (co-design) → Design feature → **Evaluative** (usability test) → **Validation** (QA) → Launch → **Post-Launch** (adoption metrics) ## Red Flags & Anti-Patterns ### Anti-Pattern 1: Skipping Discovery **Problem**: Designing without understanding users **Consequence**: Build wrong thing, wasted effort **Fix**: Always start with discovery (even if brief) ### Anti-Pattern 2: Testing Too Late **Problem**: Usability testing after development complete **Consequence**: Expensive to fix, must ship with known issues **Fix**: Test wireframes/prototypes before development ### Anti-Pattern 3: Testing with Wrong Users **Problem**: Using internal team or unrepresentative users **Consequence**: Miss real user issues, false confidence **Fix**: Recruit actual target users (representative sample) ### Anti-Pattern 4: Ignoring Negative Feedback **Problem**: Dismissing usability issues ("Users will learn it") **Consequence**: Poor user experience, churn, support burden **Fix**: Take all feedback seriously, prioritize based on severity and frequency ### Anti-Pattern 5: Over-Relying on Quantitative Data **Problem**: Only looking at analytics, no qualitative insight **Consequence**: Know what's broken, not why or how to fix **Fix**: Combine quant (what) with qual (why) methods ### Anti-Pattern 6: Research Without Action **Problem**: Conducting research but not using findings **Consequence**: Wasted time, frustrated participants **Fix**: Only research what you can act on, prioritize findings, implement changes ### Anti-Pattern 7: One-Time Research **Problem**: Research once, never again **Consequence**: Design becomes outdated as users evolve **Fix**: Establish continuous research cadence (quarterly pulse checks) ### Anti-Pattern 8: Confusing Preference with Usability **Problem**: "Users said they like blue, so we made it blue" **Consequence**: Aesthetic preference doesn't equal usability **Fix**: Test behavior (can they complete tasks?), not opinions (do they like it?) ## Related Skills **Core UX Skills:** - `lyra/ux-designer/information-architecture` - Research validates IA structure (card sorting, tree testing) - `lyra/ux-designer/accessibility-and-inclusive-design` - Research with users with disabilities, accessibility audits - `lyra/ux-designer/visual-design-foundations` - Research informs visual hierarchy, usability testing validates designs - `lyra/ux-designer/interaction-design-patterns` - Research validates interaction clarity and feedback **Meta Skills:** - `lyra/ux-designer/using-ux-designer` - Routes to this skill when research/validation needed - `lyra/ux-designer/ux-fundamentals` - Explains research terminology and principles **Platform Extensions:** - All platform skills benefit from research findings (validates platform-specific patterns) **Cross-Faction:** - `muna/technical-writer/*` - Research methods apply to documentation usability testing