Empathise, Define, Ideate and Build
UX research through the Google UX course brings to light the best user research practice when it come to creating designs, which are;
- Empathise with users
- Build an empathy map
- Understand user pain point
- Explore personas
- Write user stories
- Identify happy paths and edge cases
- Discover the benefits of user journey maps
- Write problem statements and hypothesis statement
Research is one of the critical aspect of UX research, there are different types of research namely;
FOUNDATIONAL RESEARCH: this research method answers the questions
- What should we build?
- What are the user problems?
- How can we solve them?
DESIGN RESEARCH: this is all about brainstorming how the tool or website should be built.
POST-LAUNCH RESEARCH :this answers the question “Did we succeed?”
As a UX researcher one is required to posses the following qualities:
- Empathy: this is the ability to understand someone else’s feelings.
- Pragmatism: this is the ability to focused on reaching your goals.
- Collaboration: the ability to work with a range of professionals.
When employing research methods before designing there are 4 sets of research materials namely;
PRIMARY RESEARCH: this is a research conducted by oneself.
SECONDARY RESEARCH: this is a research that uses someone else’s gathered information, and this is often done by product leads.
QUANTITATIVE RESEARCH: this research focuses on data that can be gathered by counting or measuring based on a survey o many people, therefore providing statistical answers.
QUALITATIVE RESEARCH: this research is focused on observations.
There are 3 method in which research is carried namely;
- Interviews: this is a face-to-face meeting process done on small amount of audience.
- Surveys: this method employs the examination of the opinions of a group of people, this is method involves a larger audience.
- Usability Studies: this method involves testing prototypes of of a products or features of the product, to show KPI(Key Performance Indicator: a critical measures of progress towards an end goal.)
EMPATHY PHASE:
Empathy is the identification with or understanding of the thoughts, feelings, or emotional state of another person. Empathy is a skill required in UX research and to properly employ empathy properly one need to create an empathy map.
EMPATHY MAP: this is an easily understood chart that explains everything designers have learned about a particular/type of user, the informations includes;
- What the user says
- What the user does
- What the user thinks
- What the user feels
When empathising as a designer you get to know a user’s pain point.
USER PAIN-POINT: A stage where a user gets frustrated or worked up when using a product. There are 4 types of user pain points namely;
- Financial Pain-point
- Product Pain-point
- Product Pain-point
- Process Pain-point
- Support Pain-point
Personas, User Story, and User Journey are also a method employed to design thinking.
PERSONA: these are fictional users whose goals and characteristics represent the needs of a larger group of users. Personas tells a user stories, and the benefits are as follows;
- It helps build empathy
- It tells a user story
- It stress-test designs.
USER STORY: this is a fictional one-sentence story told from the Persona’s point of view to inspire and inform design decisions. User story has its advantages which are;
- It prioritises design goals
- It unites the team around a clear goal
- It inspires empathic designs decisions by making a designers approach user-centred.
- It personalises pitches to stakeholders
USER JOURNEY: the sense of experience a user has as they interact with your product. User Journey is sub divided into 2 namely;
- Happy Path: a user story with a happy ending or overall experience.
- Edge Cases: this happens when things go wrong that are beyond the user’s control. These are few pro tips to solving edge cases;
- Create personas and user stories
- Thoroughly review the product before launch
- Use wireframes
Mapping out User Journey is necessary and these are the steps required:
STEP 1: add each action in the journey until the user reaches their goals
STEP 2: add description for each actions, what task does the user have to do.
STEP 3: add how the user feels at each point, guesstimates are okay.
STEP 4: add opportunities for improvements, this is where new ideas may come from.
Below are the benefits of User Journey mapping;
- It helps UX designer create obstacle free path for users.
- It reduces impact of designers’ bias.
- It highlights new pain-point.
- It helps identify improvement opportunities.
User Journey and accessibility design goes hand-in-hand and one of the major term is CURB-CUT EFFECT; a phenomenon that describes how products and policies designed for people with disabilities end up helping everyone.
DEFINE PHASE:
In the define phase certain statements or situations are taken into place, namely:
PROBLEM STATEMENT: a clear description of the user’s need that should be addressed. A good problem statement must have the following;
- Human centred design
- Broad enough for creative freedom
- Narrow enough for design solutions
Example of a good problem statement should contain the following;
- User’s name
- User’s characteristics
- User’s need
- insight
Benefits of problem statements are;
- It helps to establish goals
- It helps in understanding constraints
- It helps define design liabilities
- It create benchmark for success
HYPOTHESIS STATEMENT: our best educated guess on what we think the solution to a design problem might be. There is no standard format for creating a hypothesis statement, it is more of an “If/Then” statement.
Design has its own set of psychology which deals with human factors; this describes the range of variables humans bring to their product interactions. Common human factors that inform design are;
- Impatience
- Limited memory
- Needing analogies
- Limited concentrations
- Changes in needs
There are techniques in which human factors can be predicted;
- MENTAL MODELS: internal maps that allows human to predict how something works.
- FEEDBACK LOOPS: the outcome a user gets at the end of a process.
There are common Psychological phenomenal in the world of design namely;
VON RESTORFF EFFECT (ISOLATION EFFECT): this is when multiple, similar objects are present, the one that differs from the rest is most likely to be remembered, e.g a Call-To-Action button.
SERIAL POSITION EFFECT: this is when people are given a list of items, they are more likely to remember the first few and the last few, which means the items in the middle tends to blur.
HICK’S LAW: the more the option a user has the longer it takes for them to make a decision.
IDEATION PHASE:
During the ideation phase a designer is to come up with a lot of design concepts, ideation in the real world includes;
- Brainstorm out loud
- Document all ideas
- Focus on quantity
- Do not allow evaluation
- Gather a diverse team
- Question the obvious
These are standard ways to evaluate ideas;
- Feasible: it should be technically possible to build
- Desirable: it should be best at solving the user’s problem
- Viable: it should be financially beneficial for the business
It is beneficial to per-take in COMPETITOR AUDIT when ideating
Competitor Audit is the process of identifying your product competitors. This process has its benefits which are;
- It helps in identifying your key competitors
- Reviewing the products that your competitors offer
- Understanding how your competitors position themselves in the market, e.t.c.
The types of competitor includes;
DIRECT COMPETITOR: these are competitors offer similar products to your product and focuses on the same audience.
INDIRECT COMPETITOR: these competitors have a similar product but focuses on a different audience, or have a different product but focuses on the same audience.
Benefits of Competitor audit;
- It informs your design
- It solves usability problem
- It reveals gap in the market
- it provides reliable evidence
Limitations of Competitor audits;
- It stifles creativity
- It is totally dependent on how well you interpret the findings
- Not all designs work in all user case
- It needs to be done regularly
These are the following step to take when making competitor audits;
STEP 1: Outline your goal
STEP 2: Create a spreadsheet with a list of your competitors
STEP 3: Call out the specific features you want to compare
STEP 4: Research each company
STEP 5: Analyse your findings
STEP 6: Summarise your findings in a report
STORYBOARD: these are series of panels/frames that visualise, describe and explore user’s experience with a product. There are 4 elements of storyboards namely;
- Character: the user in your story
- Scene: this helps us imagine the user’s environment
- Plot: the benefits/solutions of the design
- Narrative: the user’s need to a problem and how the design will/should solve it.
There are 2 types of storyboards;
- Big picture Storyboard
- Close up Storyboard
CREATION PHASE:
In this phase our ideas are to be brought into creations through fidelity designs;
LOW FIDELITY DESIGN: simple sketch of idealised design that is less reformed or polished, mainly a wireframe
WIREFRAME: a basic outline of a digital experience, like an app/website.
The following are purposes of wireframe;
- It establishes the basic structure of a page
- It highlight the intended function of the product
- It saves time and resources
And the benefits of wireframes are as followed;
- Inform the elements to include in your design
- It helps in catching problems early
- It get stakeholders to focus on structure
- It saves time and effort
- It helps to iterate quickly
One can make a wireframe on a plane sheet of paper with a pen, pencil or marker or make use of a digital wireframe tool like Figma, this is a tool both for creating high and low fidelity designs as well as prototypes.
When creating a wireframe one of the best practise to partake in is the use of information architecture.
INFORMATION ARCHITECTURE: This organises content to help users understand where things are in a product and where the information they want is.
Importance of IA;
- It organises and defines the overall structure for the app/site
- It provides a high-level view of a product
- It helps stakeholders review your designs.
- It helps engineers understand how to organise the data
- It allows your idea grow and iterate with the design
When designing a designer is to make sure the limit or be creative with the use of deceptive patterns, these are UX methods that takes users into doing/buying something they wouldn’t otherwise have done/bought. The various types are;
- Roach motel
- Forced continuity
- Sneak into basket
- Hidden cost
- Confirm shaming
- Urgency
- Scarcity
Overall, I got to understand deeply the various stages involved in design thinking process.
- Empathy and how to create empathy maps
- Definition
- Ideating
- Building, how to build both high and low fidelity wireframes, on paper or using Figma.