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33 methods

  • Early Stage

    Workshops

    Facilitated sessions that align the team on the problem and surface risky assumptions before fieldwork. Lean UX clarifies goals and outcomes; Assumption Mapping ranks assumptions by how little evidence exists and how costly they are if wrong.

    Research
  • Early Stage

    User Interviews

    Qualitative conversations with representative users about their needs, mental models, behaviors, and context. They reveal the "why" behind what people do, which usage data cannot.

    Research
  • Early Stage

    Analytics Review

    Analysis of behavioral usage data in tools such as LogRocket, Pendo, FullStory, or Amplitude to find trends, friction, and drop-off. It shows what happens at scale, not why.

    Research
  • Mid Stage

    Research Synthesis

    Organizing, coding, and analyzing raw research (interview notes, recordings, survey responses, analytics findings) into themes, insights, and opportunities.

    Research
  • Mid Stage

    Exploratory Design Reviews

    Sessions that explore and critique high-level design directions or concept sketches informed by research, to judge whether concepts address the problem, not to finalize details.

    Research
  • Final Stage

    Research Outputs

    Turning insights, themes, and recommendations into a shareable report, opportunity brief, or insight deck that informs next steps.

    Research
  • Early Stage

    Workshops

    Structured ideation and sequencing sessions that generate varied solutions and align the team on what to build. Crazy 8s produces rapid sketches, How Might We (HMW) reframes problems as opportunities, and Story Mapping sequences the user's workflow.

    Implementation
  • Early Stage

    Lo-Fi Prototyping

    Simplified wireframes, sketches, or clickable mockups outlining core workflows without visual detail, to communicate and test flows quickly.

    Implementation
  • Early Stage

    Usability Testing (Early)

    Moderated or unmoderated sessions in which representative users attempt tasks with a low-fidelity prototype, to surface fundamental usability problems before visual design.

    Implementation
  • Mid Stage

    Hi-Fi Prototyping

    Refining the prototype with detailed interactions, visual design, realistic content, and design system components, to approximate the final experience.

    Implementation
  • Mid Stage

    Usability Testing (Refined)

    Testing high-fidelity prototypes with representative users against success criteria set in advance, to see how the refined solution performs before development.

    Implementation
  • Mid Stage

    Implementation Design Reviews

    Structured reviews that iterate designs using usability findings, stakeholder input, and engineering feasibility, to reach an approved, development-ready state.

    Implementation
  • Final Stage

    Design Support

    Working with engineering during the build to keep design fidelity, resolve edge cases as they appear, and answer design questions in real time.

    Implementation
  • Final Stage

    Post-Launch Testing

    Evaluating the live product or feature against success metrics defined beforehand, to see whether it did what they said it should. It can include moderated sessions with live users, task completion studies, or CSAT.

    Implementation
  • Final Stage

    Analytics Review

    Using analytics tools (such as LogRocket, Pendo, FullStory, or Amplitude) to measure adoption, usage, and drop-off after launch against metrics defined beforehand.

    Implementation
  • Early Stage

    User Surveys

    Structured questionnaires sent to representative users to collect quantitative and qualitative data on behaviors, attitudes, and needs at scale, complementing interviews with breadth.

    Research
  • Mid Stage

    Journey Mapping

    A visual map of the end-to-end experience across touchpoints, channels, and time, showing actions, thoughts, emotions, and pain points at each stage of a defined scenario.

    Research
  • Early Stage

    Story Mapping

    A collaborative technique that arranges user stories along the user's journey to visualize scope, find gaps, sequence priorities, and plan delivery slices.

    Implementation
  • Mid Stage

    Service Blueprint

    A detailed map of service delivery showing how what customers see and do (touchpoints, physical evidence) relates to staff actions (frontstage and backstage) and to supporting systems, data, and processes. It extends the journey map into operations.

    Research
  • Early Stage

    Stakeholder Interviews

    One-on-one conversations with the people who sponsor, build, sell, or support the product, to learn business goals, constraints, history, and risks. They capture the organization's view, not evidence of what users need.

    Research
  • Early Stage

    Contextual Inquiry

    Field observation in which a researcher watches people do real work in their own environment and asks questions as it happens, capturing workarounds, interruptions, tools, and handoffs rather than recalled accounts. Notes can become a task analysis.

    Research
  • Early Stage

    Competitive Analysis

    A structured review of how other products solve the same or a similar problem: direct and indirect alternatives, including workarounds, and products in other domains with a similar pattern. Findings describe the landscape, not what users need.

    Research
  • Early Stage

    Feedback Analysis

    Systematic analysis of existing feedback (tickets, chats, reviews, NPS and CSAT comments, call notes), coded into themes with a count of how often each appears. It surfaces recurring pain points in customers' words, but over-represents people who choose to contact you.

    Research
  • Mid Stage

    Personas & Segments

    Grouping users by shared behaviors, goals, and contexts (what people do and need, not demographics alone) and describing each group in a persona. A persona built without evidence is a proto-persona: hypotheses to label and test, not a finding.

    Research
  • Mid Stage

    Jobs to Be Done

    A framework that describes needs as the progress a person wants in a situation, independent of any solution, paired with interviews that reconstruct the circumstances behind a choice to adopt or switch. It frames findings; it is not a study design.

    Research
  • Final Stage

    Opportunity Tree

    A visual map connecting a desired outcome to customer opportunities from research, candidate solutions, and the assumption tests showing whether a solution is worth building. It keeps choices traceable to evidence but does not replace it.

    Research
  • Final Stage

    Concept Testing

    Showing target users early concepts (descriptions, storyboards, sketches, demos) to learn whether they understand the idea, see value, and could fit it into their situation. It can also test the riskiest assumption before building. It tests desirability and fit, not usability; stated interest is not later behavior.

    Research
  • Early Stage

    Success Metrics

    Defining, before design and build, how the team will know the work succeeded. Goals-Signals-Metrics moves from a goal, to the behavior that would signal it, to a measurable metric. HEART (Happiness, Engagement, Adoption, Retention, Task success) is a menu, not a checklist.

    Implementation
  • Early Stage

    IA Testing

    Two information architecture studies. Card sorting has participants group and label content, showing how they expect it organized. Tree testing has them find items in a text-only proposed hierarchy, before visual design. Card sorting helps create a structure; tree testing evaluates one.

    Implementation
  • Mid Stage

    Heuristic Evaluation

    Two expert reviews needing no participants. In a heuristic evaluation, several evaluators independently inspect an interface against recognized principles, such as Nielsen's ten heuristics, then combine and rate findings. A cognitive walkthrough asks, at each task step, whether a new user would know what to do. Both predict problems; neither observes users.

    Implementation
  • Mid Stage

    Accessibility Review

    Evaluating a design or build against an accessibility standard such as WCAG, and testing with assistive technology: screen readers, keyboard-only use, magnification, voice control. An audit finds unmet requirements; testing with people who use assistive technology shows how it works. Automated checkers find only some issues.

    Implementation
  • Final Stage

    A/B Testing

    A controlled online experiment that randomly assigns users to versions of an experience and compares a predefined metric between groups. A/B tests compare two versions; multivariate tests vary several elements at once and need far more traffic. They can show that a change caused a difference in behavior, not why.

    Implementation
  • Final Stage

    Usability Benchmarking

    Measuring perceived usability with a standardized questionnaire, repeated over time or across versions or alternatives. The System Usability Scale (SUS) has ten statements on a five-point scale, scored 0 to 100. UMUX-Lite has two statements and was developed with a seven-point scale (five-point variants exist, so state which). They are different instruments and their results should not be treated as interchangeable; a SUS-equivalent converted from UMUX-Lite is an estimate, not a measured SUS score. Both measure perception only, not task success, time, or behavior, which can disagree with perception.

    Implementation