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On empathy: Defining empathy and its role in design research
Empathy is one of those over-used words, particularly in design, it’s almost lost its meaning. By taking a research approach, this talk aims to define empathy, it’s meaning and purpose in the context of design research. It will leave the audience with tangible examples of applying empathy in the world of design research and sharing it within organisations.
Unicorns and Rhinos: the rise of the hybrid UX Researcher + Data Analyst
If collecting data is easier than ever and UX tools are readily available, why is it so difficult to make smart product decisions? If big data is here to stay, where does regular research fit? Is a new breed of UX Researcher emerging? I'll illustrate how Data Analysts and UX researchers blur the lines at carwow and mine insights together to unlock the best designs. I’ll also walk through how, when paired together, qualitative and quantitative data can get everyone interested in user behaviour.
The user researcher's fallacy: "My job is to learn about users". Truth: "My job is to help my team learn about users".
It might seem like a tremendous challenge, but democratisation of user research is possible for all of us. Kathleen will share how she and her team of user researcher tried, failed and finally succeeded in achieving this in a large Product & Tech organisation in Scandinavia.
Play Time! Exploring digital experiences with board games, trainsets & 3D printed toilets
Designing for digital experiences can sometimes feel like you’re in a ‘user interview-prototype-A/B test’ rinse-repeat research cycle focussed around screens and missing the juicy human stories.
PlayTime! is for those eager to open the toy-box and experiment with low-tech everyday objects to break the cycle and craft better digital experiences. Design Anthropologist Shae Quabba will share her methods for using tangible tools during design research, their application in digital contexts and the qualitative insights that can be derived from playing with board games, trainsets and 3D printed toilets.
The truth doesn’t cost anything. But a lie could cost you everything.
Do you know when participants are lying to you?
Is there anything you can do to uncover the truth?
I can guarantee that as a UX researcher or tester who has conducted interviews, test sessions and especially focus groups you would have participants who have lied to you. Why do users lie to us when we are trying to help create a better user experience for them?
Keen to understand users? Research their social world!
In design research, other than observing user-product interaction, we need more consideration for users’ social interaction – who do they talk to, who do they live with, who are important to them, how are they influenced by other people and by whom etc. All people are socially related - whether they are our users or not. Social interaction is a crucial part of user context and it’s helpful to understand user experience. I’d like to share my thoughts and case study to suggest more attention to be paid to human social interaction in design research.
Taking the driver’s seat: our journey to change hearts and minds
The presentation will cover how we’ve been creating customer-centricity through research, particularly drawing on
journey-led change. We will showcase a journey of our journey mapping journey at UniSuper, including the pain
points, our thoughts, our feelings, the challenges and the opportunities at each step.
This year's conference includes a special treat - an opening Keynote from internationally-renowned Design Researcher, Steve Portigal. Steve has been working in the field of design research for a couple of decades and garnered a reputation as a deep thinker and very practical practitioner. He will be sharing that experience with the audience, and helping us all improve our practice.
Research is a team sport: Lessons from including developers, PMs and whole teams in design research
Collaborative research can be an incredible tool to keep whole teams thinking user-centred. And the diversity of perspectives available from developers, PMs and is an incredibly important asset for designers to harness. I'll share my lessons from including whole teams in research - how to do it, and pitfalls to avoid!
Move over stigma! How design research helped us navigate past barriers to help seeking
How do you engage young people with mental health support if they don’t identify as someone with a mental health issue? Find out how ReachOut created a campaign which navigated around the stigma surrounding help seeking through design research with young people.
This presentation will be of interest to anyone exploring issues where people fear judgment, and will give practical tips on how to approach sensitive conversations. It is also for those interested to hear the benefits of using a mixed platform approach to design research.