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Traditionally, user research has taken on more of a scientific identity. You would do usability testing and research, take a ton of notes, and then compile all of your findings into a report. The effectiveness of that research depended on whether anyone read the report, and then if they could do anything actionable with that data.
Erika Hall, of Mule Design, has taken a more effective approach she calls team-based research. She says her goal is to shift the focus away from a more academic way of thinking. Rather than being concerned with doing high quality research, determining how much the research actually helps you will allow you to build and create better.
Another part of team-based research is to view research as having its own customer. Research is sometimes done as a checklist item and doesn’t go much further than just being able to say you’ve done it. When you consider that the “customer” for your research is the people who are going to change or design the product, research becomes more of a service itself. You can measure how well you’re doing the research by how well the results help that “customer.”
The expansion of the web past a desktop-based world into more of a multi-device ecosystem has caused organizations to re-evaluate almost everything they do. Style guides have had to grow to accommodate this new reality of multiple screens sizes and resolutions. When you start incorporating the multitude of products across devices and all the people working on them, organizations are forced to think more “systematically.”
The notion of being a “designer who can code” has been a prevalent topic in recent years. Delivering static PDFs and working in photoshop is seen as inefficient in some circles. Being able to create a clickable or even responsive mockup to present to developers and stakeholders can be a better way to show your intent. It’s also much easier to iterate by changing a few lines of code.
Missed some of the articles and podcasts we published in August. Here they are. Recent Articles Content-First Design by Steph Hay Game designers start with the story, and then they design for discovery—learning in the moment not only increases retention and engagement, but it’s delightful and emotionally empowering. Effective Remote Design by Jim Kalbach The fact […]
Understanding is what user experience as a field hinges upon. After all if you don’t understand how users are interacting with your product or service, you don’t know what to design for. But how, as a team, do you come to that understanding? Telling the story of a user’s journey highlights areas where you’re right on point and where you’re missing the mark.
Service design seems to go by an increasing array of names: Customer Experience, Cross-Channel UX, or even just “design thinking.” In most cases, these terms describe a holistic approach to your users’ and customers’ needs, no matter where or when they’re interacting with your product or service. In traditionally siloed organizations, it can be no small task to ensure that you are providing the best possible service.
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