- by Erika Hall
User Research - Specifics
- ~ in user testing, the unpredictability of real life is desirable
- ~ you can't ask people what they want, because they want to be liked, so they'll just give you a 'likeable' answer
- ~ start user interviews with a genuine thanks
- ~ watch for people blaming themselves for problems in user tests
- ~ if people involved in the design do user testing, small hints and leading questions quickly creep in
- ~ leaving the neutral option in questionnaires is important to find out what people don't care about
User Research - Philosophy and Approach
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also, UX mindset in general:
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~ accept no substitute for actually observing your (potential) users
- assumptions about your users may lead to (needless) discrimination
- ~ people either lie, or lack the self-knowledge to be truthful
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~ in user research, talking to the wrong people is the worst thing — you learn nothing
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~ be ready to joyfully accept that people don't need what you thought they need
- ~ find gaps between your offering and user needs
- ~fight the notion that doing user research is weakness — it's scary, but smart
- ~ in user research, prefer messy real life over the lab
- ~ seeing your theories about how people use your design crash against reality is good fun
- ~ you want to know a small number of representative users really well
- ~ usability is the absolute minimum, ~ usability is basic manners
Own, somewhat tangential further thinking
- Missed stakeholder analysis completely with Bode
- The more I read books relating to big coorps, the less I want to ever go back
- what kind of fundamental user research is useful to do for ed games?
- Habits as a target of user research
Misc Tips
- ~ get people to buy into your project by 'consulting' them on their opinion
- ~ Split Testing is susceptible to local maxima
- memorize Nielsen’s ten heuristics?
- ~ a good manager's skill is making everything run smoother
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~ collaboration needs shared objectives, not just time together
- ~ get good at recruiting, it makes research so much better
- ~ if you do user research in the field, you get to see the weird, unconscious habits, like clunky workarounds
- ~ to write a good survey, explicitly write down what do you want to find out, why, and which questions is best for that
- ~ consider 'invalidating' your design
- ~ force people above you to watch people struggle with a design to convince them change is needed
Pitfalls and Problems
- ~ bad survey questions completely prevent you from getting any usable data (while interviews are often somewhat useful)
- ~ unless your survey is excellent, it's bad, biased, meaningless data
- ~ surveys are too easy
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~ the neutral answer in a questionaire is hard to interpret clearly
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~problem of Agile is that it's only about how, not what to build
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~ 'validating the design' frames research as 'prove yourself right'
- ~ 'validation' mostly means box-checking (in practice)