“The main point of difference is that of timing. Both artists and scientists operate on the physical world as it exists in the present (whether it is real or symbolic), while mathematicians operate on abstract relationships that are independent of historical time. Designers, on the other hand, are forever bound to treat as real that which exists only in an imagined future and have to specify ways in which the foreseen thing can be made to exist.”
John Chris Jones, Design Method
1. Understand user’s needs – User (what their needs are; what their problems are).
2. Research –
1:1 interviews – Can be in person or online.
Focus Groups -A group of 3-5 target users that discuss their attitudes, emotions, and frustrations with an issue or product. Remember: It’s a discussion—not just an interview. Encourage dialogue between the participants and yourself.
Surveys – These are questionnaires you send out to your target users. These are good for finding out your users’ attitudes towards a specific topic with the added benefit of receiving the data as soon as the users are done with the survey. However, you have to be careful not to use leading questions that could disproportionately impact the results.
Usability Testing – (This is the practice of observing your target audience using a program or product. For example, if you were a designer for the Uber app, you might ask your user to pull up the app and order a car):
Click Heat to find out what the users are clicking on/showing the most interest in.
3. Analyze – User Persona (user needs), User Journey Map (what the users will be going through when they interact with the product)
- Paper sketches, low fidelity sketches, wireframes
- User testing
- High Fidelity prototype
- User testing
6. Analyze again!
Thank you for reading.
I’ll be more than happy to answer any questions you might have!