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Design Reference

UX Research Methods

UX research methods split by the question they answer: discovery methods (interviews, contextual inquiry) tell you what problem exists, evaluative methods (usability testing, heuristic review) tell you whether your solution works, and quantitative methods (analytics, A/B tests, surveys) tell you how much. Choosing the wrong category is why research often fails to inform a decision.

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All UX Research Methods (24)

Discovery (6)

What problem exists, and for whom.

User interviews

Type

Qualitative

What it tells you

One-to-one conversations about what someone actually did, not what they would do. The foundation of most discovery.

Effort · scale

Medium · 5–8 people

Contextual inquiry

Type

Qualitative

What it tells you

Watch someone work in their own environment. Surfaces the workarounds nobody thinks to mention in an interview.

Effort · scale

High · 4–6 sessions

Diary study

Type

Longitudinal

What it tells you

Participants log experiences over days or weeks. The only way to see behaviour that is spread over time.

Effort · scale

High · 1–4 weeks

Jobs to be Done interview

Type

Qualitative

What it tells you

Reconstructs the moment someone switched to your product and why. Good at exposing the real competitor.

Effort · scale

Medium · 6–10 people

Competitive analysis

Type

Desk research

What it tells you

Learn the conventions of your category before deciding which to break. Cheap, and usually skipped.

Effort · scale

Low · 1–2 days

Stakeholder interviews

Type

Qualitative

What it tells you

Surfaces constraints, politics and success criteria before you design against the wrong goal.

Effort · scale

Low · 3–6 people

Structure & Synthesis (5)

How information and journeys should be organised.

Card sorting

Type

Generative

What it tells you

Participants group content their own way, showing you the mental model your navigation should match.

Effort · scale

Low · 15–20 people

Tree testing

Type

Evaluative

What it tells you

Tests whether people can find things in your structure, with no visual design to rescue it.

Effort · scale

Low · 20–30 people

Journey mapping

Type

Synthesis

What it tells you

Lays out the whole experience over time, including the parts you do not own. Finds the gaps between touchpoints.

Effort · scale

Medium · workshop

Personas

Type

Synthesis

What it tells you

Condenses research into a few archetypes so a team argues about the same user. Worthless if invented rather than derived.

Effort · scale

Medium · after research

Service blueprint

Type

Synthesis

What it tells you

A journey map plus everything backstage — staff, systems, policies — that has to work for it.

Effort · scale

High · workshop

Evaluative (7)

Whether what you designed actually works.

Moderated usability test

Type

Qualitative

What it tells you

Watch someone attempt real tasks while you observe. Five participants surface most serious problems.

Effort · scale

Medium · 5 people

Unmoderated usability test

Type

Qualitative

What it tells you

Same tasks, recorded without you present. Cheaper and faster; you lose the ability to ask why.

Effort · scale

Low · 10–20 people

Guerrilla testing

Type

Qualitative

What it tells you

Grab passers-by for five minutes with a prototype. Crude sampling, and far better than no testing.

Effort · scale

Very low · an afternoon

Heuristic evaluation

Type

Expert review

What it tells you

An expert audits against usability principles. Finds obvious problems fast, and cannot replace real users.

Effort · scale

Low · 2–3 reviewers

Accessibility audit

Type

Expert review

What it tells you

Checks against WCAG with tooling and manual keyboard and screen-reader passes. Often a legal requirement.

Effort · scale

Medium · per release

First-click test

Type

Quantitative

What it tells you

Where do people click first? Strongly predicts whether they complete the task at all.

Effort · scale

Low · 30+ people

Five-second test

Type

Quantitative

What it tells you

Show a screen briefly, then ask what it was for. Tests whether the message lands before anyone reads.

Effort · scale

Very low · 20+ people

Quantitative (6)

How many, how often, and whether a change caused it.

Surveys

Type

Quantitative

What it tells you

Sizes a pattern you already found qualitatively. Poor at discovery — you can only ask what you thought of.

Effort · scale

Low · 100+ responses

Analytics review

Type

Behavioural

What it tells you

What people actually did, at scale. Tells you what happened and never why.

Effort · scale

Low · existing data

Funnel analysis

Type

Behavioural

What it tells you

Where people drop out of a multi-step flow. Points at the screen to investigate qualitatively.

Effort · scale

Low · existing data

A/B testing

Type

Experimental

What it tells you

Causal evidence that one version performs better. Needs real traffic and the discipline not to peek.

Effort · scale

Medium · weeks

Session replay

Type

Behavioural

What it tells you

Watch anonymised recordings of real sessions. Powerful, and a privacy obligation to handle carefully.

Effort · scale

Low · continuous

Satisfaction metrics

Type

Attitudinal

What it tells you

NPS, CSAT and SUS track sentiment over time. Useful as a trend, misleading as a single number.

Effort · scale

Low · continuous

Frequently Asked Questions

How many people do I need for a usability test?

Five per round for qualitative testing surfaces most serious problems, and running three rounds of five beats one round of fifteen because you fix things in between. Quantitative methods are different — first-click tests and surveys need dozens to hundreds for the numbers to mean anything.

Qualitative or quantitative research?

They answer different questions. Qualitative tells you why and what to change; quantitative tells you how many and whether it worked. Use qualitative to find the problem and quantitative to size it — a survey cannot discover something you did not already think to ask.

Can I skip research if I have analytics?

Analytics tell you exactly what happened and never why. A drop-off at step three is a question, not an answer — you still need to watch someone attempt step three to learn whether it is confusing, slow or simply the wrong step.

What is the cheapest useful method?

A five-second test or guerrilla testing — both cost an afternoon and routinely surface problems the team had stopped being able to see. Perfect sampling matters far less than testing at all.

Related Reading

#UXResearch#UserResearch#UsabilityTesting#UXDesign#ProductDiscovery#Design#UserExperience#ProductDesign#DesignThinking#QuickReference#DeveloperReference#KnowledgeHub#SkillVeris

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