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User research is the systematic study of target users — their behaviours, needs, motivations, and pain points. It forms the evidence base for every design decision and ensures that products are built for real people, not imagined ones.
Without research, teams rely on assumptions — and assumptions are frequently wrong:
Key Insight: The most expensive product decisions are those made without user data.
User research methods fall into two key dimensions:
| Dimension | Type A | Type B |
|---|---|---|
| Approach | Qualitative (why and how) | Quantitative (how many and how much) |
| Context | Attitudinal (what people say) | Behavioural (what people do) |
| Aspect | Qualitative | Quantitative |
|---|---|---|
| Goal | Understand motivations, feelings, and context | Measure frequency, scale, and statistical significance |
| Sample size | Small (5-15 participants) | Large (hundreds to thousands) |
| Data type | Quotes, observations, themes | Numbers, percentages, metrics |
| Methods | Interviews, diary studies, contextual inquiry | Surveys, analytics, A/B tests |
| Best for | Exploration and discovery | Validation and measurement |
One-on-one conversations designed to uncover user needs, behaviours, and motivations.
Best Practices:
Sample Interview Questions:
| Category | Example Question |
|---|---|
| Context | Walk me through a typical day when you use [product/service] |
| Pain points | What is the most frustrating part of [task]? |
| Goals | What are you ultimately trying to achieve when you [task]? |
| Current solutions | How do you currently handle [problem]? What works and what does not? |
| Priorities | If you could change one thing about [product], what would it be? |
Structured questionnaires distributed to a larger audience to collect quantitative data.
When to Use Surveys:
Survey Design Tips:
| Do | Avoid |
|---|---|
| Keep surveys short (under 5 minutes) | Long, exhaustive questionnaires |
| Use clear, simple language | Jargon or ambiguous wording |
| Include a mix of question types | Only open-ended questions |
| Pilot test with a small group first | Sending without testing |
| Offer incentives for participation | Assuming people will respond without motivation |
Observing users in their natural environment as they perform real tasks.
Users record their experiences with a product over an extended period (days to weeks).
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