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Gathering Information
* Design research is often used at the early stages or 
conception of a project. However certain methods can 
be used at later stages for testing and verifying. Design 
research is made up of a number of different user 
research methods. *Engine Service Design 


* * Qualitative research methods enable
the design team to develop deep
empathy for people they are designing
for, to question assumptions, and to
inspire new solutions. At the early stages
of the process, research is generative —
used to inspire imagination and inform
intuition about new opportunities and
ideas. In later phases, these methods
can be evaluative—used to learn quickly
about people’s response to ideas
and proposed solutions. ** IDEO HCD Toolkit
Enthnographic Research
The purpose of user research is to gain a thorough 
understanding of users. Its serves to unlock the 
reasons why users do the things they do (drivers), the 
reasons why they don’t do things (hurdles). It also 
seeks to uncover and understand their lifestyles, 
behaviours and attitudes. In design the journeys users 
take are important, the moods they are in and the 
modes they adopt. 
Qualitative methods can uncover deeply held, needs, 
desires, and aspirations.

‘Ethnographic studies are holistic, founded on the idea 
that humans are best understood in the fullest possible 
context’*
* www.wikipedia.com
Note: Qualitative methods are not statistically 
focused and will not determine
“average” behaviors/attitudes or answer
questions such as: “Are people in X
region more likely to do this than in
Y region?” This is because qualitative
methods do not cover a sample large
enough to be statistically significant.
Who
        ?
What
        ?
Where
        ?
When
        ?
Why
        ?
Methods of Gathering User Information

                      Participation Observation



    Text messages

                                        Customer diaries/ Probes

     Interviews 


                                           Focus Groups
      Empathy

                                               Product in Use

   Scenarios of Use

                                           Discreet Observations
    User trials
In  participant  observation  studies  the 
    researcher  spends  time  observing  and 
    recording  the  behaviour  of  an  individual  or 
    group,  "listening  to  their  interactions  and 
    immersing  him/herself  in  the  context  of  the 
    participant’s daily life“*
    *Naked Eye Research (2007) Video ethnography, http://www.naked‐eye‐research.co.uk/tech.html
    (accessed January 2008)




participant     observation 
Encouraging  participants  in  a  study  to  send 
text  messages  describing  or  recording  events, 
actions or thoughts allows for immediate, real 
feedback.




      text messages
Activity diaries are an inexpensive method of 
gaining an insight into the everyday use of 
products and the associated habits, 
behaviours, problems and difficulties. They are 
especially useful for evaluating existing 
products and practices in "situations where 
researchers find it difficult to observe 
customers first hand" *"and within contexts 
where it would be inappropriate for an 
ethnographer to do so“**
*Evans, S., Burns, A. and Barrett, R. (2002) Empathic Design Tutor, Cranfield, IERC, Cranfield University, 
UK
** Naked Eye Research (2007) Video Diaries, http://www.naked‐eye‐research.co.uk/tech.html (accessed 
May 2008)




              customer diaries
Interviewing the user, particularly after 
conducting other user centred research 
studies, can be beneficial in understanding 
their perceptions of situations, behaviours, 
products or services. Using prompts can help 
in interviews.




          interviews
Empathy tools assist in finding out not just 
what people are saying and doing, but also 
what they are thinking and feeling. They offer 
an opportunity to really understand the 
limitations of certain users.




         Empathy
The ‘mobilistrictor’ mobility restricting body 
suit simulates the effects of old age. It enables 
designers, who may be fully fit and active, to 
empathise with older people and assess how 
their designs work in practice for people with 
some loss of mobility or declining sensory 
perception




    Mobilistrictor
© Gadget Show, 2006
                      © www.mobilistrictor.com




© Gadget Show, 2006
Using  scenarios,  props  and  costumes  to  assist 
in  'character  building'  and  furniture 
arrangement  to  represent  the  product 
environment,  ‘Scenario‐of‐Use’ aims  to 
uncover  previously  unvoiced  needs  using  role 
play as a cue for recall

 scenario building
The  Consumer  Vision  System,  developed  by 
 Kimberly  Clark,  is  a  research  tool  which  enables 
 designers to see products through the  consumers 
 eyes. 
 * www.kimberlyclarke.com accessed May 2008




consumer vision system
Discreet observation is a method of identifying 
real  design  needs  by  discreetly  observing 
people  interacting  with  people  and  objects  in 
public spaces.




discreet observations
© Loughborough University, 2007
                                  © Loughborough University, 2007
User  trials,  sometimes  called  task  analysis 
exercises,  are  simulations  of  product  usage  in 
which  subjects  are  asked  to  fulfil  specified 
tasks using a product or product simulation.* 
* Vermeeren, A. P. O. S. (1999) Designing Scenarios and Tasks for User Trials of Home Electronic Devices, 
In: Green. W.S and Jordan P.W (1999) Human Factors in Product Design: Current Practice and Future 
Trends, Taylor and Francis, London, pp. 47‐55.




                               user trials
Product‐in‐Use  is  an  interactive,  naturalistic, 
observational  method  designed  to  "capture 
peoples’ behaviour  in  real‐life  contexts" 
providing  an  "account  of  the  behaviour 
surrounding a product or activity" *
* Evans, S., Burns, A. and Barrett, R. (2002) Empathic Design Tutor, Cranfield, IERC, Cranfield
University, UK




                 product‐in‐use
Focus  groups  create  a  format  which  brings 
together  a  selection  of  participants  to 
contribute  in  a  two  way  debate  on  a 
particular  issue  whilst  allowing  the 
researcher  to  investigate  and  identify  group 
norms and explore conflicting views *. Focus 
groups  can  be  useful  at  various  stages  of  a 
project, to establish user needs, test product 
designs and evaluate final concepts.
* May, T. (2001) Social Research: Issues, methods and process, Open University Press, Buckingham.




                      focus groups
© Loughborough University, 2006




© Cranfield University, 2003
Cultural  probes  are  one  way  to  access 
environments  that  are  difficult  to  observe 
directly and also to capture more of this 'felt 
life‘*.  Users  are  given  packs  containing 
recording  devices  designed  to  stimulate 
thought  as  well  as  capture  experiences  and 
asked to record their activities over a period 
of  time.  The  information  is  real  and 
experiental.  This  method  is  useful  at  the 
initial  stage  of  a  project  in  an  effort  to 
identify  opportunities  and  gain  a  deeper 
understanding of behaviour.
*http://www.hcibook.com/e3/casestudy/cultural-probes/.




        cultural probes
cultural probes
Personas are visual and anecdotal profiles. They may 
be based on ‘real people’ from research or they may 
have been ‘made‐up’ in a brainstorm session. By 
profile it means specific information about the person 
that is illustrative and useful to the project ‐ it should 
identify the key characteristics of the person. Posing 
questions and answering them as the persona 
character is often helpful to build up a character ‐
quirky or unusual questions are often more insightful. 
Very useful at the early stages of a project and 
through the idea generation and evaluation.




               personas
http://www.ideo.com/images/uploads/work/case-
studies/pdfs/IDEO_HCD_ToolKit_Complete_for_Download.
pdf
The Science Bit 
Anthropometry
Body Sizes
Strength
Dexterity
Flex/Twist Measurements
Angles of tilt
Limits to Movement
Abilities/ Disabilities
Weight………………
Organising information 
User Experience Information Gathering  Methods
User Experience Information Gathering  Methods
User Experience Information Gathering  Methods
User Experience Information Gathering  Methods

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User Experience Information Gathering Methods