Like industrial design, the discipline (...) would start from the needs and desires of the people who use a product or service
Bill Mogridge, Designing Interactions (2007:14)
# users | your itch % |
---|---|
0 | 100% |
1 | 50% |
2 | 33% |
3 | 20% |
When you release your code,
you release your itch
Great designers are like great novelists: acute observers of human behaviour.
Don Norman, Workarounds - Leading Edge of Innovation (2008)
Design research is about uncovering the common patterns that underpin individual human behaviour.
if the goal is to describe a shared perception, belief, or behaviour among a relatively homogeneous group, then a sample of 12 will likely be sufficient (…) A sample of 6 interviews may have been sufficient to enable development of meaningful themes and useful interpretations.
How Many Interviews Are Enough? An Experiment with Data Saturation and Variability, by G. Guest, A. Bunce and L. Johnson (2006)
https://journals.sagepub.com/doi/abs/10.1177/1525822x05279903
Elaborate usability tests are a waste of resources. The best results come from testing no more than 5 users and running as many small tests as you can afford.
Why You Only Need to Test with 5 Users by J. Nielsen, (2000)
https://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/
Taking part in research is a form of free software contribution, just like submitting code, localising strings or writing documentation.
S is for Superman by Gareth Simpson - CC BY 2.0
Untitled by rodr_dpu - CC BY-NC-ND 2.0
Opinions! by Joe Wolf - CC BY-ND 2.0
Street TV interview by Pedro Ribeiro Simões - CC BY 2.0
Untitled by Raúl Villalón - CC BY-NC-ND 2.0
lui by Annalisa Lombardo - CC BY-NC-ND 2.0
San Fermín - Pamplona by Pablo Matamoros - CC BY 2.0
Slides at
https://belenbarrospena.github.io/no_design_without_research_lgm2019
Script at
https://preview.tinyurl.com/yx9hpwg6
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