Ep 259_ How to convert Research to Final solution
27 Aug 2024 · 10 min
Jagadeesh P walks through turning research into working products: user research, prototyping, usability testing, journey mapping, and iterative design. Learn how to move from data to decisions that actually ship.
How to convert your research data into a proper solution. Considering the insights, what you've generated in your research, lot of people get really lost in this particular area. Particularly when you do an extensive research for three days or maybe a week, or maybe two weeks, what happens is there is a chances that you may get lost. In this podcast I'm going to address you how we can bring this data and convert it into a meaningful product and put it in the market. Okay, let's see that. First of all, let us understand. Research is a major part in this particular design. Anybody who does a product, anybody who does a problem solving ability has to do the research. It could be a primary research, secondary research. You could bring a lot of data, you could bring a lot of information and insights from online, from offline, from website, from people, everything. The second phase is you need to bring this data and put it in a proper sorted way. People call it as a card sorting, but you can call it as information gathering and segregating. Once if you're able to gather your information and segregate into groups, whichever you feel is comfortable in your project, that itself will bring lot of clarity to your products. See, industries who consider user research as a very first priority, they outperform the other competitors by up to 85 percentage. This is one statistics and particularly McKenzie stated that. So what does that mean? This means people who are prioritizing the user needs and understanding the requirements clearly are already in a place. Second, you need to do a split testing. See now you have designed some kind of a product. Now you understood what are the problem, right? So make some quick prototypes and check it out with your user. Build the solution, whatever you can in that particular short frame of time and try to build it. Maybe you can use Figma, maybe you can use Adobe ht, maybe you can use paper prototyping, maybe you can use any kind of a small mock up and also provide it to the user. Industries who do testing have increased their user engagement by up to 57 percentage Nielsen Norman Group has said, Deloitte Studies has said and particularly lot of industries who do split a B testing, user testing, they improve their user engagement insanely higher compared to any product and competitors. Okay, so that is why you need to make some prototype. Let it be very rough, let it be somewhat okay or let it be superb, it doesn't matter. Don't wait for perfection. Just start with something and test it out with your user. The moment when you are able to test it out with your user, then what happens? People will give you feedback, you Will get some mistakes, you will get some improvement. Then reiterate it. Then do a usability analysis. Then you do a heuristic evaluation. Then you understand what has gone into that product. Wrong. It could be physical product, digital product. When it comes to heuristic evaluation, it could be done for the digital products, but for the physical product. Try to check whether the affordance is clear or not. Try to check the signifier has properly signified the information or not. Try to understand how the discoverability of the people is there in this particular interface and product. Have the people understood the constraints in the design properly in order to interface with that and able to decide and take decision and work on the product and get their work done. If your product is failing in that, then your interface is really bad. The communication, what you intended to give through your design through your product is not conveyed to the user. You need to again reiterate the research, Find the user need properly fix the solution, make it iterative and then go back to the user to test it out. When you are able to do this testing properly, then you can able to build a final solution, then put it in the market. This is how you can able to build a product, research into an idea, into a testing and and iterate it. Okay, so Jagdish, I have a lot of problem when it comes to picking out the information rightly from the research. I will tell you guys, there is a factor called user experience outcomes in your design research. Whatever is the pain point or the problems what you identified, Try to create some Personas, ideal target market avatars. Okay, Try to create a journey map. Like let's say where is your customer journeying through? Okay, see the journey could be from point A to point B. Like let's say you're traveling from a place A to place B in a train. That's a journey, right? So similarly for your user, there will be a journey available. Like let's say if your user is intending to take this particular remote and what you call change this particular light, this could be the user interface. This could be the journey. To write the journey for this user, you need to understand what is making the user think whether he needs to change the light, write it down, go into his mind, write it down. Second, what makes him choose whether this remote is the exact option to change that? Write it down. Okay, how he is comfortable to find that remote. Write it down how he is able to take this remote. Write it down. How he is able to find out which switch is there for the yellow and white, Write it Down what could go wrong in each of the steps, you need to detail it out as a user because you are stepping into the user journey. Once he is able to find out the exact button, whether he is able to press it, whether he is able to get the results, whatever is achieved. Yes, whatever is observation, whatever is your thought process towards each and every step of the journey, you have to detail it as as much as detail as possible. Write the journey, write the sub journey. What could go wrong? What could go right? What possibly might have been right? Write every possible thing and map it down once. If you're able to create an ideal Persona and write down their journey, then you can able to take insights out of it. What are all the places this particular person is making a mistake? What are all the people, what are the places where this particular people can make mistakes, can make corrections, can experience the frustration in the product? That is what is the user experience outcome for this product? In this product, let me take the experience factor is how well the findability is there. Because there are a lot of buttons available. I need to find out easily, right? That is the user experience outcome. If they are able to find out which is the exact button, then how it is comfortable to press the button is so hard, bad user experience. The button is very soft, they don't feel like pressing at all. So it should be somewhat in between. The tactile experience and the rigidity should be little moderate so that they can able to press it and get the feedback right. So each and every step, when you go into the user mind, perception of the user, cognition of the user, how he's able to think and decide and action of the user, which is called PCA perception cognition, how he's thinking, action, what he's able to take action. If you understand the PCA in your user mind, then you will be able to construct a user journey and take the experience outcome. Once if you have that experience outcome, you can exactly tap that points and start building solutions around it. Start beautifying your product, start making functionality, start making usability, start making accessibility. And then once you are able to get this clarity, bring that as a solution and make a mock up or a prototype and then test it out and iterate it. If you understand this particular information, your entire journey towards making a product design life cycle will come down and you will be able to bring lot of clarity in your product and solution in a very smaller iteration span. That is the success of a product designer. The ability for you to decide which information is a critical user experience factor and what are the experience of your customer going through the pain point or a frustration when operating the interface or working in a product will make you as a designer who can able to successfully design that. If you're not identifying that in the research, what happens? You will design some product for the namesake. People will not be able to use it properly even though they are using it. They'll feel a lot of frustration. They'll not feel comfortable. They'll feel like okay, I have bought this product, what to do, I have to use it. They will not tell outside, but they'll have a frustration when you sell another product. They, they will not buy it because they have already bad experience. They won't buy it again. This is how a lot of people lose the business market. You know, 67% of the website users, they don't come back. If the user experience and engagement is bad, even if the loading time is high. I'm telling about the digital product, not physical. Okay, Same goes for the physical. Also when it comes to physical product, if it is not the user experience is good, people will not come and buy it again. Why? Apple is again and again able to successfully launch lot of products. They have successfully implemented and understood these principles. They were able to touch the user experience factor for the user and they've derived the outcomes and they're playing around with it. They're creating the beautiful designs around it. They're creating a functionality around it, they're creating a usability around it. People will be able to remember their product and interface for a lifetime. They marry their products, they marry that product and then they do leave it. They don't go for the other customers. This is how you become a successful designer. Okay, See guys, developing quick prototypes could be a challenge for you. But take this approach. Try to do a prototype in 24 hours using some paper mockup or thermocol or anything and test it out with your user. You might have a problem in collecting information and finding out the user journey or the experience outcomes. Try to fix a frame of one hour time and find out in your entire research what could go wrong. Where the user might have a frustration or possibly he can able to experience the joy. Bring out that element and mark it down. Do not extend the time in one hour, whatever is possible. Mark it down in one day, whatever is possible. Make a mock up and the second day you should be able to test it. If you don't have a time frame, you will not have a proper boundary in your design. You will be just randomly drifting here and there. Your Project will not come to an end. You will be still doing, doing, doing after a week. Also you'll be still doing. Designers go into this kind of what you call this randomness only because they don't have a restriction in their timeline and in their project. That is why we need to have a discipline. What you call a timetable, a plan for your project in order to move it. Iteration after iteration, you can do. You can do this project for 100 years. Also you can keep on improving this interface of the mouse for 100 years. Also. That's not the point. At some point of time you have to stop and release the product. That is the big success and the crux of this. I hope this particular video would have made you clear how you can start your research and how you can complete your product end to end. And I told you the common mistakes and the statistics as well. Okay. See. Conducting usability testing with real time users to gather feedback. According to Nielsen Norman Group, 85% of usability problem can be identified by testing within just five to seven users. This is one statistics I'm reading for the Nielsen Norman Group. And implementing a B testing can refine your design elements based on your user feedback. It can optimize your company split testing AB in their design to see 37% increase in their conversion rate. What does this tell? You have to get to the users with something to start your product and rolling out. Then you can iterate, then you can improve. Then you can become success. Okay, I hope you understand. So now take one problem around you and do a prototype in one day and do a research in one hour and derive the experience outcomes in one hour and go back to the testing again in the next day. In two days you can able to bring a solution out of it and document in your project and document in your portfolio. That becomes a huge breakthrough in your career. If you do a project for two days. With that you can even pitch for internship. This is how you can able to get started. Okay, I wish you all the best. I hope this particular video would have added a great value. See you in another episode. Make sure to subscribe to the Spotify and Apple and give me the best rating if you find this particular video as useful. If you're watching on YouTube, subscribe. If you're watching in Spotify or Apple podcast, give me a best star rating and I recommend you that. Okay, so take care. All the best. Bye bye.