| name | user-research |
| description | Plan and run user research — pick the method for the question, recruiting/screening, synthesis into decisions. Use when writing a research plan/screener/field guide or choosing among interviews, diary studies, usability/A/B/tree tests. Prototype sessions → design-prototyping; selling research → design-org-influence. Triggers: user research, user interviews, screener, persona. |
User Research
Three-book synthesis — Erika Hall, Just Enough Research (scoping, rigor, bias); Steve Portigal, Interviewing Users (interview craft); Tomer Sharon, Validating Product Ideas (lean method selection, behavioral validation) — plus supporting sources on validation/metrics, accessibility recruiting, content testing, dissemination, and interview field notes.
Full bibliography and section map → references/sources.md; unresolved method/evidence gaps → references/coverage-gaps.md.
References (read the one that matches the task):
references/method-selection.md — Sharon's question→method playbooks: experience sampling, diary studies, concierge MVP, fake doors, A/B rules, tree/first-click/lostness, surveys, metrics
references/interviewing-craft.md — Portigal in depth: worldview, rapport, seven stages, question palette, silence, anti-patterns, troubleshooting, second-chair guide
references/study-logistics.md — plans, stakeholder interviews, screeners, recruiting, field guides, scheduling, consent/releases, equipment, roles
references/synthesis-and-impact.md — debriefs, topline, affinity/KJ, storytelling, rainbow spreadsheet, prioritizing changes, research-as-leadership
references/research-fundamentals.md — Hall: just-enough scoping, research types, bias catalog, assumptions-as-risk, personas, surveys/analytics warnings, maxims
references/validation-and-metrics.md — Klein/Perri/Gothelf: assumption stacks, predictive personas, Lean UX experiments, baselines, counter-metrics, danger metrics
references/field-notes.md — verbatim interview/podcast texture behind §5: empathy transfer (Goldin), stake-bearing dogfooding (D'Arcy), generative dogfooding and PMF-as-surprise (Soleio)
1. Start from the question, not the method
"What you need to find out determines the type of research you need to conduct. It's that simple." (Hall). Sharon organizes everything around the need / want / usable trichotomy: What do people need? What do people want? Can people use the thing?
| Your question | Primary method (Sharon) | N | When |
|---|
| What do people need? | Experience sampling | ~100 people, 500–1,000 data points | Strategy; before building |
| Who are the users? | Interviews → personas (KJ analysis) | 10 interviewees | Strategy |
| How do people currently solve the problem? | Field observation | 8 participants | Strategy/discovery |
| What is the user's workflow? | Diary study (end with interviews) | 8 participants | Discovery |
| Do people want the product? | Concierge MVP / fake doors | ~5 (concierge); traffic (fake doors) | Before building |
| Can people use the product? | Online usability testing | 5 (qual) or 500 (quant) | Any design artifact |
| Which design generates better results? | A/B testing | Live traffic, ≥7 days | Live product |
| How do people find stuff? | Tree test + first-click + lostness | ~500 | IA, pre-code onward |
| Is the copy understood and trusted? | Content testing — words stripped from the UI (§4) | 5–8 | Any artifact with words |
| How do I find participants? | Criteria → benchmarks → masked screener via social media | — | Always; start now |
Hall's typology for placing any question: generative ("What's up with…?"), descriptive ("What and how?"), evaluative ("Are we getting close?"), causal ("Why is this happening?"). Details → references/method-selection.md and research-fundamentals.md.
2. Consensus doctrine — where all three books agree
- You are not your user. "Assumptions Are Insults" (Hall). Design targets come from research, not from the team's reflection.
- Behavior over attitude. Explore "people's current behavior, which is the best predictor of future behavior" (Sharon). Hall: "never ask anyone what they want."
- Recent and specific beats averaged. "What was the last movie you streamed?" not "What movies do you stream?" (Portigal). Sharon: ask about the last time; averaging invites rationalization.
- Research questions ≠ interview questions. "The most significant source of confusion in design research is the difference between research questions and interview questions" (Hall). You design the latter to answer the former.
- Surface assumptions first. Portigal's Brain Dump, Sharon's "bullshit persona," Hall's risk-ranked assumption inventory — externalize what the team believes before fieldwork.
- Silence is a tool. "People speak in paragraphs, and they want your permission to go on to the next paragraph" (Portigal). Hall: "Allow pauses to let the story through."
- Use their language. Mirror the participant's words — even mispronunciations (Portigal's TiVo story: "it was right to be wrong").
- Never test, pitch, or correct. "Don't Make Your Questions Pass/Fail" (Portigal); present concepts neutrally; do the Interviewer Sidestep on questions turned back at you.
- Pilot everything — screeners, experience-sampling questions, usability tasks, surveys. "A bad survey won't tell you it's bad" (Hall).
- Recruiting is the bottleneck and is itself data. "Recruiting is data" (Portigal). "Recruiting participants is the greatest bottleneck of user research. Start as soon as you can" (Sharon). Hall: "always be recruiting."
- Synthesis is a team activity. Affinity walls / KJ with the whole team beat any circulated report (all three).
- Bring colleagues to the field. "The most impact for the least effort comes from your colleagues joining you in the field" (Portigal). Hall: shared understanding doesn't transfer by report.
- Make assumptions falsifiable before you test them. Klein's prompt starts "This product/feature/service will fail unless"; then convert each claim into a two-number hypothesis (e.g. X out of Y people in the persona had a specific recent story). If you cannot name evidence that would disprove it, the hypothesis is not testable.
- Every target metric needs a guardrail. Perri's "mutually destructive pairs" and Klein's danger metrics prevent teams from improving one number by silently harming another. A metric without a baseline, time component, and counter-metric is usually a story prop.
3. Minimum viable study
- One-page plan (Sharon): Background · Goals · Research questions · Methodology · Participants · Schedule. Hall's problem statement discipline: use outcome verbs ("describe," "evaluate," "identify") — never "understand" or "explore."
- Recruiting pipeline (Sharon): criteria → measurable benchmarks ("Uses Facebook" → "Posts on Facebook at least once a week") → masked screener questions (broad question, decoy options) → post where the audience lives. Hall: screen for behaviors, never enthusiasm; "If you're talking to the wrong people, it doesn't matter what you ask."
- Always include disabled participants — recruited skillfully (Kalbag). Recruit for AT fluency: "you probably want people who are skilled with their assistive technology" (Shawn Henry) — experts teach you about your product, novices about the learning curve; save novices for later rounds. One person ≠ the group: "Be careful not to assume that feedback from one person with a disability applies to all people with disabilities" (Henry). And they must still match your target audience (Léonie Watson): "If you're building an app for teenage girls, there's no point in asking a forty year old man to test it just because he happens to use a screen reader."
- Ethics floor: informed consent (purpose, recording, data use, voluntary, can stop anytime), no research while anyone is driving, safety rule ("If you feel unsafe, don't go in" — Portigal), minors need parental consent. "Half-assing your research ethics, means you're half-assing your learning process" (Sharon). Full checklists →
references/study-logistics.md.
4. The interview, compressed
Portigal's seven stages: 1 Crossing the threshold → 2 Restating objectives → 3 Kick-off question → 4 Accept the awkwardness → 5 The tipping point → 6 Reflection and projection → 7 The soft close. The tipping point is the shift from question-answer to question-story: "Stories are where the richest insights lie." Keep recording to the door (doorknob phenomenon).
Top question moves: sequence ("Walk me through your day yesterday"), specific example (last time), exhaustive list ("What else?"), reenactment ("Please demonstrate exactly how you did that"), outsider perspective (explain it to a newcomer), native language ("Why do you call it the bat cave?"), three wishes ("What really matters here are not the wishes but the reasons" — Sharon). Signal lane changes: "Okay, this is great. I'm just going to shift direction here…"
Sten's field-guide addition is a useful plain-language operator: TEDW — start follow-ups with Tell me about, Explain, Describe, or Walk me through. Use it especially with stakeholders who want to jump to solutions; it keeps them painting the situation instead of approving your framing.
Six anti-patterns: pass/fail quizzing (USB story); correcting the participant (TiVo); imposing your framework (Old Keith/New Keith); answering their questions about the concept (use the Interviewer Sidestep); filling silence with suggested answers ("…was it toast, or juice?"); talking about yourself beyond strategic self-disclosure. Full craft → references/interviewing-craft.md.
Content testing — test the words themselves (Metts & Welfle). The best way to test how users perceive what's written "is to remove it from the interface completely and test it by itself." The gov.uk highlighter method: print the writing and have users "highlight the sections that make them more confident in green and sections that make them less confident in red" (variant for tone: circle helpful, underline unhelpful); for product UI, add a scenario narrative. Follow up on three axes: motivation (why was that helpful/unhelpful?), expectation (what do you expect to happen next?), perception (rate the message against the intended voice, e.g. 1 = casual to 7 = professional). Harvest language without sessions too — search analytics and call-center logs/support tickets carry the users' own vocabulary; interviews showed one team that, for most users, "post" was a much more casual and less final sharing action than "publish," and the writing changed accordingly. Walter's emotional-response probe fits here: "If this website were a person, who would it be and why?" — and avoid question wording that baits/primes a particular answer.
5. Data to decision
Debrief immediately after each session (IDEO-inspired four questions; Portigal's "What would we design for this user?") → field highlights → topline report (5–15 thematic areas) → team affinity wall / KJ (silent grouping, silent naming, silent voting) → themes → mandates.
Notes are descriptive, not interpretive: "Worked 14 hrs/day for 10 years," not "Larry is a workaholic" (Portigal). Hall: separate observations from interpretations; no solutions during analysis.
Research must change something: "If you don't make any changes, your online usability test has failed" (Sharon). Prioritize changes by impact, persistence, frequency — and politics: "Develop changes as if you live in a bubble." Full pipeline → references/synthesis-and-impact.md.
Test-design caveat — the aesthetic-usability effect. Beautiful stimuli contaminate usability tests: "perceived aesthetic quality has the potential to mask usability issues" (Yablonski, Laws of UX, ch. 7, citing Sonderegger & Sauer, 2010 — an attractive phone mock scored as more usable despite identical function). Mitigate by "listening to what users say … and, more importantly, watching what they do" — one more reason behavior outranks attitude (§2.2) and notes stay descriptive.
Engineer the empathy transfer (Ron Goldin, Dive Club). Findings the org merely reads don't change behavior — design the delivery so people feel them; for the people who'll never go to the field, bring the field to them, uncompressed (Portigal's bring-colleagues doctrine, §2.12, extended).
Dogfooding only counts with real stakes (Polly D'Arcy, Dive Club). Staging walkthroughs are evaluative theater; stake-bearing use — your own money — is behavioral data on yourselves (§2.2 applied inward). Team rule: if the company won't use it with its own money, it's not good enough.
Dogfooding is also generative — it can reveal the opportunity, not just the bugs (Soleio, Design MBA). Treat your own daily friction as observational data with a generative payload (§1): the gap between tool assumptions and observed practice is a product thesis.
PMF reads as surprise, not approval (Soleio, Dive Club — Mike Maples's Pattern Breakers frame). The signal a want-test actually hit is magic-trick surprise; polite satisfaction is the anti-signal, and ambiguous validation results are negative results. Let responses redirect what the product is.
Full quotes and case texture for these four → references/field-notes.md.
No-neutral validation. Before an experiment starts, write the success threshold, failure threshold, and danger metrics. Klein's rule is explicit: if a danger metric moves in the wrong direction, "it is not a neutral result" — the experiment failed. Gothelf/Seiden's 2013 Lean UX loop is useful here only as validation economics: small artifacts, weekly contact, and contradictory-data triage; do not import its "Speed first, aesthetics second" line into production craft.
6. The school dial: Portigal-deep vs Sharon-lean
Same doctrine, different postures. Set the dial per project; don't blend mid-study.
| Question | Portigal (deep) | Sharon (lean) |
|---|
| Who runs research | Skilled interviewer leads; colleagues second-chair | Non-researchers run it themselves, prescribed steps |
| Prep depth | Weeks: screener iteration, agency recruiting, field guide rehearsal | "discuss needed research in the morning, launch a study in the afternoon, and get results before 4 p.m." |
| Depth vs cadence | Two interviews/day max; 90-min sessions; rapport is the product | Ten interviews in 1–3 days; remote-first; speed over polish |
| Quant appetite | Skeptical; qualitative stories are the payload | Comfortable: 500-participant tree tests, lostness math, A/B confidence levels |
| Posture toward ideas | Reframe: concepts are props to discover criteria; "right to be wrong" | Validate/invalidate: thresholds decided in advance, kill or build |
| Surveys | Out of scope | "The hardest research technique to do right… I don't encourage you to do it" (Hall agrees: "the most dangerous research tool") |
Hall sits above the dial: whichever school, scope to the riskiest assumptions and stop at the "satisfying click."
Checklist
Relationship to other skills
- design-prototyping — running prototype-feedback sessions, fidelity choices, presenting work; this skill covers using prototypes as research stimuli (reactions-to-concepts), that one covers building and pitching them.
- design-org-influence — selling research and its findings to stakeholders, business-case framing; this skill's research-as-leadership notes hand off there.
- user-onboarding — apply evaluative findings about first-run/empty states there.
- shape-up — research feeds shaping/betting; pitch-shaped problem definitions consume this skill's discovery output.
- building-in-public / developer-tool-gtm — audience validation, landing pages, and PMF measurement for products; fake-doors/landing-page caveats here inform both.
Staleness
Sources are 2013–2016 (Portigal, Sharon) plus Hall's 2019 second edition. Methods (interviewing, sampling logic, affinity analysis, lostness) are durable. Named tools decay: UserTesting, UserZoom, Optimal Workshop (Treejack/Chalkmark), Google Forms/Hangouts/Plus, Optimizely, Ethnio — treat as category examples, verify current options. Social-media recruiting channels (Facebook groups, Twitter hashtags, Google Plus) reflect 2016; the criteria→benchmark→screener pipeline still applies on whatever channels exist.