TC Design

Methods

Pending Revision – After review, it has been found that this section may be out of date or incomplete. This page is planned for revision in 2024.

There are 4 main categories of user research: behavioural, attitudinal, qualitative, and quantitative. Qualitative and quantitative research refers to the data source information (qualitative asks why and how, quantitative asks how many and how much), and behavioural and attitudinal research refers to the research approach (attitudinal methods refer to what people say, and behavioural methods look at what people actually do).

Although there are a lot of different research methods, UX research most frequently uses the nine methods listed in the following table.

Method

PROs

CONs

Method

PROs

CONs

Interviews

Very useful for gathering first-hand accounts of users' opinions, stories, and experiences; favours depth of data over amount of data.

What people say they do and what they actually do can differ; somewhat time consuming; can be expensive.

Surveys

Large number of participants allows for statistical analysis; allows for rapid and remote data collection; low cost and reusable; often used to validate findings from other research methods.

Participants may not be truthful; survey bias (only certain people types tend to fill out surveys); finding and connecting with participants can be tricky.

Focus groups

Allows for a large amount of data in a short time (1–2 days); group setting creates an environment where participants are more open to sharing their thoughts and experiences; provides insight to compare and contrast participants.

Can have negative group dynamics if there is a dominant personality; can be expensive/difficult to coordinate.

Diary study

Can collect a large amount of user data over a long period of time; allows researcher to see how people react while ‘in the field’; gives longitudinal usage data (compare usage after one week and then after one month, is there a learning curve?).

Participants may not be truthful; often requires a long period of time; relies on participants being diligent and filling out the journal as agreed without missing days.

Task analysis

Step-by-step analysis of user actions to identify optimal flow and the tools required to support their activity; behavioural approach that sees how users actually use a product/service.

Research is purely behavioural; can be tricky to setup testing environment.

Ethnography

Participants are observed in the natural setting of the ‘context of use’; most objective measure of context of use; allows for capture of non-articulated and tacit information.

Observer effect (participants may change their behaviour because they are being observed); can be expensive (travel costs).

Contextual inquiry

Combination of ethnography and interview; helps understand workflows, communication processes, tools used, physical and cognitive requirements, and cultural influences.

Observer effect (participants may change their behaviour because they are being observed); has to be done in-person.

Card sorting

Informs the IA by uncovering on how users organize information; cost effective and fast; open card sort helps identify language used to describe groupings; closed card sort validates groupings and language.

Insights are narrow.

Usability testing

Used to determine pain points (start of research) and then validate IA and interaction design changes; includes A/B testing, heat maps, first-click test, etc.

Can be expensive; research is often performed in a usability testing lab so participant is removed from their actual environment/context of use.

The following matrix shows where each research method falls along the attitudinal, behaviour, qualitative, and quantitative spectrum.

ux research methods matrix.png

 

TC Design