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New Media Research Methods
Part 1 – How research
methods relate to the
research question
Part 2- Qualitative and
Quantitative
Part 3 – Data collection
Part 4 – Presentation and
analysis
New Media Research Methods- Part 1




Using Methods, Data and Tools to explore User’s Experience.
        How methods relate to research questions?
           Gosia Kwiatkowska gosia@uel.ac.uk
Research question
General

Focused

Refined
Variables
Independent IV – cause
Dependent DV – effect, response – that you
  measure
What is your research question?
General   - Is it clear and specific?

Focused   - Is it feasible in the time allowed?

Refined   - Clear, specific, feasible and
             relevant for the target audience
Good question
“Well-crafted questions guide the
 systematic planning of research.
 Formulating your questions precisely
 enables you to design a study with a
 good chance of answering them.”
           Light, Singer, Willett (1990)
Research terminology
• Method – the
   process of gathering
   and analysing data
   about a user
   experience.
! It is also how you
   approach the
   relation between IV
   and DV.
Research terminology
• Data – refers to
  factual or sensory
  information taken
  from your tests,
  observations,
  surveysetc.
Research terminology
• Tools – ‘instruments’
  you use to ask your
  research question.
Think about the stages of your
               method!
• Logic
• Choice of tools
• How the data
  captured feeds into
  the next phase of
  testing?
Convenience + Design – Cost = User Experience




         http://www.nnyman.com/personal/2005/11/18/the-user-experience-equation/
Analysis


    Design


Implementation
                 New Media Research process
Beginning the process of UX research
           • Brainstorming ideas
           • Who are the users? And what are
             their needs?
Analysis



             – Tools:
                •   Observations
                •   Questionnaires
                •   Interviews
                •   Focus groups
                •   Ethnography
                •   Personas
Observations
•   Interactions
•   Human dynamics
•   Patterns
•   Full picture

• but can be subjective
Questionnaires
• Cheap and quick
• Easy
• Q’s and A’s
  standardised
• Mainly quantitative
• Cross-sectional
• Replicable
Interviews
•   Meanings
•   Perceptions
•   Understanding
•   Interpretations
•   Experiences
•   Qualitative
Focus groups
•   Perceptions
•   Opinions
•   Concepts
•   Experiences
•   Qualitative
•   Larger groups
Ethnography
•   Participation
•   Observation
•   Experience
•   Natural settings
•   Why, how, who,
    where…

• Netnography
(Robert V. Kozinets)
Personas
    • Made up
    • User
      friendly
    • Used for
      testing




http://www.webcredible.co.uk/user-friendly-resources/web-usability/personas.shtml
UX research – what are you looking
                   for?
           • What data?
           • How are you going to capture it?
           • How will this data inform the next
Analysis




             phase?
User’s mental model vs your initial
                design?
           • Conceptual design model:
              – Walkthroughs
              – Scenarios
              – Card sorts
Design




              – Prototypes
              Set up a design phase to include early
                paper prototypes to confirm what
                you have designed corresponds
                with the user’s mental model.
Walkthroughs
• Task specific
• Learning through
  experiences
• Usability issues
Scenarios
•   Questions
•   Tasks or goals
•   Stories
•   Reasons
•   Focus on the user
•   Test personas
Card sorts
• Grouping
• Organising
• Renaming groups
UX research – what are you looking
                  for?
         • What data?
         • How are you going to capture it?
         • How will this data inform the next
Design




           phase?
UX research – functionality and
                           aesthetics
                       • From paper prototype to beta
                         versions- testing basic
Implementation


                         functionality and design
                         aesthetic.
                       • What aspects to you need/want
                         to understand more about?
UX research – emotional design
                 •   Tasks
                 •
Implementation


                     Levels of frustration/satisfaction
                 •   Errors
                 •   Specific responses to your
                     aesthetics
UX research – what tools?
                    •   Observations
                    •
Implementation


                        Think aloud
                    •   Post test questionnaire
                    •   Heuristic testing
                    •   Task based tests
Observations
• Tasks
• Levels of
  frustration/satisfaction
• Errors
• Specific responses to
  your aesthetics
Think aloud
• Tasks
• Levels of
  frustration/satisfaction
• Errors
• Specific responses to
  your aesthetics
Post test questionnaires
• Tasks
• Levels of
  frustration/satisfaction
• Errors
• Specific responses to
  your aesthetics
Heuristics – Nielson’s
                 ‘Rules of Thumb’
1.  Visibility of system status
2.  Match between system and the real world
3.  User control and freedom
4.  Consistency and standards
5.  Error prevention
6.  Recognition rather than recall
7.  Flexibility and efficiency of use
8.  Aesthetic and minimalist design
9.  Help users recognise, diagnose, and recover from
    errors
10. Help and documentation
Task based questionnaires
UX research – what are you looking
                       for?
                 • What data?
                 • How are you going to capture it?
Implementation



                 • How will this data inform the next
                   phase?
Analysis


    Design


Implementation
                 Research process
Research Question?
“Well-crafted questions
 guide the systematic
 planning of research.
 Formulating your
 questions precisely
 enables you to design a
 study with a good
 chance of answering
 them.”
           Light, Singer, Willett (1990)
Activity
• Refine your research question:
  – Is your question clear and relevant to your goal?
  – What is your target audience?
  – What is your independent variable?
  – What is your dependent variable?
  – What kind of research methods you might need to
    use?
  – What can impact or influence your findings?
  – What you will need to use to collect data?
  – Will your research influence users? How?
References
• Light, Singer, Willett, By Design (1990)
• http://www.nnyman.com/personal/2005/11/
  18/the-user-experience-equation/
• Kozinets, Robert V. (2010), “Netnography: The
  Marketer’s Secret Weapon”; White Paper.

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Session1 methods research_question

  • 1. New Media Research Methods Part 1 – How research methods relate to the research question Part 2- Qualitative and Quantitative Part 3 – Data collection Part 4 – Presentation and analysis
  • 2. New Media Research Methods- Part 1 Using Methods, Data and Tools to explore User’s Experience. How methods relate to research questions? Gosia Kwiatkowska gosia@uel.ac.uk
  • 4. Variables Independent IV – cause Dependent DV – effect, response – that you measure
  • 5. What is your research question? General - Is it clear and specific? Focused - Is it feasible in the time allowed? Refined - Clear, specific, feasible and relevant for the target audience
  • 6. Good question “Well-crafted questions guide the systematic planning of research. Formulating your questions precisely enables you to design a study with a good chance of answering them.” Light, Singer, Willett (1990)
  • 7. Research terminology • Method – the process of gathering and analysing data about a user experience. ! It is also how you approach the relation between IV and DV.
  • 8. Research terminology • Data – refers to factual or sensory information taken from your tests, observations, surveysetc.
  • 9. Research terminology • Tools – ‘instruments’ you use to ask your research question.
  • 10. Think about the stages of your method! • Logic • Choice of tools • How the data captured feeds into the next phase of testing?
  • 11. Convenience + Design – Cost = User Experience http://www.nnyman.com/personal/2005/11/18/the-user-experience-equation/
  • 12. Analysis Design Implementation New Media Research process
  • 13. Beginning the process of UX research • Brainstorming ideas • Who are the users? And what are their needs? Analysis – Tools: • Observations • Questionnaires • Interviews • Focus groups • Ethnography • Personas
  • 14. Observations • Interactions • Human dynamics • Patterns • Full picture • but can be subjective
  • 15. Questionnaires • Cheap and quick • Easy • Q’s and A’s standardised • Mainly quantitative • Cross-sectional • Replicable
  • 16. Interviews • Meanings • Perceptions • Understanding • Interpretations • Experiences • Qualitative
  • 17. Focus groups • Perceptions • Opinions • Concepts • Experiences • Qualitative • Larger groups
  • 18. Ethnography • Participation • Observation • Experience • Natural settings • Why, how, who, where… • Netnography (Robert V. Kozinets)
  • 19. Personas • Made up • User friendly • Used for testing http://www.webcredible.co.uk/user-friendly-resources/web-usability/personas.shtml
  • 20. UX research – what are you looking for? • What data? • How are you going to capture it? • How will this data inform the next Analysis phase?
  • 21. User’s mental model vs your initial design? • Conceptual design model: – Walkthroughs – Scenarios – Card sorts Design – Prototypes Set up a design phase to include early paper prototypes to confirm what you have designed corresponds with the user’s mental model.
  • 22. Walkthroughs • Task specific • Learning through experiences • Usability issues
  • 23. Scenarios • Questions • Tasks or goals • Stories • Reasons • Focus on the user • Test personas
  • 24. Card sorts • Grouping • Organising • Renaming groups
  • 25. UX research – what are you looking for? • What data? • How are you going to capture it? • How will this data inform the next Design phase?
  • 26. UX research – functionality and aesthetics • From paper prototype to beta versions- testing basic Implementation functionality and design aesthetic. • What aspects to you need/want to understand more about?
  • 27. UX research – emotional design • Tasks • Implementation Levels of frustration/satisfaction • Errors • Specific responses to your aesthetics
  • 28. UX research – what tools? • Observations • Implementation Think aloud • Post test questionnaire • Heuristic testing • Task based tests
  • 29. Observations • Tasks • Levels of frustration/satisfaction • Errors • Specific responses to your aesthetics
  • 30. Think aloud • Tasks • Levels of frustration/satisfaction • Errors • Specific responses to your aesthetics
  • 31. Post test questionnaires • Tasks • Levels of frustration/satisfaction • Errors • Specific responses to your aesthetics
  • 32. Heuristics – Nielson’s ‘Rules of Thumb’ 1. Visibility of system status 2. Match between system and the real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recognise, diagnose, and recover from errors 10. Help and documentation
  • 34. UX research – what are you looking for? • What data? • How are you going to capture it? Implementation • How will this data inform the next phase?
  • 35. Analysis Design Implementation Research process
  • 36. Research Question? “Well-crafted questions guide the systematic planning of research. Formulating your questions precisely enables you to design a study with a good chance of answering them.” Light, Singer, Willett (1990)
  • 37. Activity • Refine your research question: – Is your question clear and relevant to your goal? – What is your target audience? – What is your independent variable? – What is your dependent variable? – What kind of research methods you might need to use? – What can impact or influence your findings? – What you will need to use to collect data? – Will your research influence users? How?
  • 38. References • Light, Singer, Willett, By Design (1990) • http://www.nnyman.com/personal/2005/11/ 18/the-user-experience-equation/ • Kozinets, Robert V. (2010), “Netnography: The Marketer’s Secret Weapon”; White Paper.

Notes de l'éditeur

  1. Is it clear, specific, and feasible for you to answer adequately in the time available?Is it linked to your project goal?What is the target audience? – is your question relevant for the audience?What are you hoping to achieve?How are you going to study this? How best to collect this data? How many people will you need to involve?What can influence your outcomes?
  2. Netnography is the branch of ethnography that analyses the free behaviour of individuals on the Internet that uses online marketing research techniques to provide useful insights. The word “netnography” comes from “Inter[net]” and “eth[nography]” and was a process and term coined by Dr. Robert V. Kozinets. As a method, “netnography” can be faster, simpler, and less expensive than ethnography, and more naturalistic and unobtrusive than focus groups or interviews (Kozinets, 2010), (del Fresno, 2011). Netnography is similar to ethnography in five ways: 1. It is naturalistic 2. It is immersive 3. It is descriptive 4. It is multi-method 5. It is adaptable. It provides information on the symbolism, meanings, and consumption patterns of online consumer groups (Kozinets, 2010) or online communities consumption unrelated but online sociability based on the exchange of information (del Fresno, 2011). Netnography is focused on cultural, symbolic o information insights.
  3. In general, a walkthrough has one or two broad objectives: to gain feedback about the technical quality or content of the document; and/or to familiarize the audience with the content.A walkthrough is normally organized and directed by the author of the technical document. Any combination of interested or technically qualified personnel (from within or outside the project) may be included as seems appropriate.Typically four questions are asked::Will the user try to achieve the effect that the subtask has? Does the user understand that this subtask is needed to reach the user's goal?Will the user notice that the correct action is available? E.g. is the button visible?Will the user understand that the wanted subtask can be achieved by the action? E.g. the right button is visible but the user does not understand the text and will therefore not click on it.Does the user get feedback? Will the user know that they have done the right thing after performing the action?By answering the questions for each subtask usability problems will be noticed
  4. Task analysis is the analysis of how a task is accomplished, including a detailed description of both manual and mental activities, task and element durations, task frequency, task allocation, task complexity, environmental conditions, necessary clothing and equipment, and any other unique factors involved in or required for one or more people to perform a given task.[1] Task analysis emerged from research in applied behavior analysis and still has considerable research in that area.Information from a task analysis can then be used for many purposes, such as personnel selection and training, tool or equipment design,[2] procedure design (e.g., design of checklists or decision support systems) and automation. Though very distinct, task analysis is related to user analysis.