We’ve met with several startups recently that are targeting market segments in which there is a lot of room for growth. Some of these are representative of segments that are showing rapid adoption of more advanced technologies like smartphones and tablets.
Focus groups have gotten a bad rap over the years as UX research has shifted away from this very traditional method of market research.
Since the early 1970s, professions such as user experience, market research, advertising, and law enforcement have been using rooms that have one-way mirrors—like the one shown in Figure 1—to enable direct observation of research participants—and suspects.
When engaging in any form of product usability test, there are certain very important guidelines to keep in mind. One guideline that user researchers commonly overlook is testing with a version or mockup that is free of glitches, bugs, or known errors.
Many of us remember playing Atari and Nintendo games growing up. If you asked any thirty-something about what it was like to grow up as the video-game industry evolved, you would probably
In last month’s column, we talked about ways to include users in the design process by employing Subject-Matter Experts (SMEs). While it is always advisable to understand the user perspective,
Innovators will often live unstable lives. But as they courageously take risks, they’ll make several mistakes which become valuable lessons for the rest of us.
This month we’ll discuss the process of putting users at the center of the design process and what that means in regard to both design and product strategy.
We think it’s appropriate to kick off the new year with an examination of what the future holds for user experience and product development.
Freemium business models seem to be gaining in popularity and rapidly becoming a dominant factor in the success of Web startups. Massively successful social-gaming companies like Zynga and Playdom