Research tools

 

Overview

During my career, I have been fortunate to apply a variety of tools to reveal insights about a product or an experience.

These tools all led to insights that could be (re)introduced into either the framing phase of a project or as part of an ongoing design process.

This is just a sample of tests I have used in the past.

AttrakDiff helps answer: How user-friendly and attractive is this product? In this gaming mouse qualitative study (N=8 per comparison), positive and negative aspects are highlighted in red and green. We found this useful because it highlights which aspects can be improved on in relative detail.

Box plots compiled from responses to 5 or 7 points Likert scale are a favourite. Test numbers can be increased until the confidence interval is strong enough to make a decision to move forward. Test numbers usually range from N=2 to N=20. Comments from test participants can indicate how the test and prototype can be improved and, where necessary the test can be repeated.

Ultrathin typing experience prototype without a tactile click experience.

Three different types of typing measurement tools were used. Dictated text, Speedy typing online and TapTyping.

Outcome: WPM (words per minute), Likert-based box plots and subjective feedback

DINED/Anthropometry in design, Literature and online tools are invaluable in carrying out desktop research. This example is run and maintained by my former university. I have used it to compare reach, hand sizes and neck sizes accross regions whilst designing tablet keyboards, an AR controller and earphones.

Overview card providing detailed highlights of a report for the product design and marketing teams. This overview included SUS, NPS, Amazon reviews, qualitative interviews and insights from an AttrakDiff study. The results of the report helped support a Logitech Gaming rebrand in 2013.

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