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Design and UX

UX research

Research is how a design team stops arguing from taste. It covers interviews, field visits, usability sessions, surveys, card sorts and analytics, and the real skill is choosing between them: knowing when watching five people beats counting five thousand, and when a number is the only honest answer. This page sets out the methods, the vocabulary and the traps that make findings look sturdier than they are.

Why this topic exists: Interviews, usability tests, surveys, analytics and when to use which: NN/g's Research Methods and User Testing topics; SFIA User research; the fourth course of Google's UX programme.

Every product decision rests on a belief about the people who will use it. Research is the discipline of testing that belief before it hardens into a feature. SFIA treats user research as a distinct skill, apart from the analysis and evaluation that follow, and the separation is worth keeping: gathering evidence, making sense of it and judging a design against it are different acts, and teams that blur them tend to find exactly what they hoped to find.

Two questions that sort the methods

Nielsen Norman Group arranges methods along several axes, and two of them do most of the work. The first asks whether you are recording what people report or observing what they do, and the two disagree more often than newcomers expect. The second asks whether you want to understand why something happens or to measure how often it does. Where a method sits on those axes decides what it can prove.

MethodWhat it capturesWhere it fits
InterviewsGoals, habits, vocabulary and frustrations as people describe themEarly, before anything is designed
Field or contextual studyBehaviour in the real setting, interruptions includedEarly, when the context itself is unknown
Usability testWhere people stall, misread or abandon a taskThroughout design, on sketches as much as on builds
Card sort and tree testHow people group content, and whether they can find it in a proposed structureWhile shaping the information architecture
SurveyAttitudes at scale, and nothing reliable about behaviourChecking a pattern already seen in sessions
Analytics and A/B testsWhat large numbers of people did, never whyAfter launch, against a baseline

Read top to bottom, the table also traces a project's arc. Early work is generative, discovering which problem deserves solving; mid-project work is formative, shaping a design while change is still cheap; late work is summative, asking whether the shipped thing performs. Running a summative method at the generative stage produces confident numbers about the wrong question.

From sessions to findings

Raw notes are not insight. The working vocabulary here starts with the affinity diagram, where observations are clustered until themes surface; then the persona, a composite of real participants that keeps a team honest about whom it serves; and the journey map, which lays out someone's steps, feelings and sticking points over time. Each is only as good as the sessions behind it, and a persona assembled from marketing segments instead of interviews is fiction with a stock photograph attached. Findings that reach a product decision are usually short, specific and tied to a clip of a real person struggling, because nobody argues with the clip. Google's UX programme gives research a course of its own, a reasonable place to practise planning a study and reporting on it. The natural next steps are UX and interaction design, where findings turn into structure, and accessibility, which widens whom you recruit.

The question that spoils most first studies

Asking people whether they would use a feature. Predictions about future behaviour are unreliable, and polite participants overstate their enthusiasm. Ask about the last time they met the problem, or hand them a task and watch.

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Concepts to know

Glossary entries with the reason each one matters here.

Certifications that test it

Vendor exams and free certificates; facts, cost and the preparation path are on each page, and the certifications hub has them all.

Frequently asked

How many participants does a usability test need?
For finding problems in a qualitative test, a small round is usually enough, and several small rounds between design changes teach more than one large study. Quantitative benchmarks are another matter: measuring a success rate or time on task with any confidence takes far more people. Decide which you are running before you recruit.
How is UX research different from market research?
Market research asks who might buy and why; UX research asks how people use something and where it lets them down. They share methods such as interviews and surveys, but market research segments audiences and sizes demand, while UX research watches behaviour against a specific design or task. Good teams read each other's reports.
Can designers run their own research?
Yes, and in small teams they usually do. The risk is defending your own design mid-session: leading questions, rescuing a stuck participant, hearing politeness as proof. Write the task script in advance, stay quiet while people work, and ask a colleague to review the notes when the stakes are high.

Courses in the directory

24 courses are filed here; the top 6 by our ranking, details and the provider link on each course page.

Browse the directory shelf

Last reviewed 26 September 2026 · Getting Digital