π UI/UX Design Β· subject
UI/UX Design User Research & Strategy Syllabus
The User Research & Strategy syllabus for UI/UX Design in full: 6 chapters and 24 topics, every one listed below, plus 50 User Research & Strategy flashcards with answers.
User Research & Strategy syllabus: all 6 chapters
Expand any chapter to see its topics and sub-topics.
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Research Planning
4 topics- Research Goals and Questions
- Qualitative vs Quantitative Research
- Generative vs Evaluative Research
- Recruiting and Sampling Participants
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Research Methods
5 topics- User Interviews
- Surveys and Questionnaires
- Contextual Inquiry and Field Studies
- Diary Studies
- Card Sorting and Tree Testing
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Synthesizing Research
4 topics- Affinity Mapping
- Thematic Analysis
- Identifying Insights and Pain Points
- Research Repositories
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Personas & Empathy Maps
4 topics- Building User Personas
- Proto-Personas vs Research-Based Personas
- Empathy Maps
- Jobs To Be Done Framework
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Journey & Experience Mapping
4 topics- Customer Journey Maps
- Service Blueprints
- Experience Maps
- Identifying Moments of Truth
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Competitive & Market Analysis
3 topics- Competitive Audits
- Heuristic Evaluation of Competitors
- SWOT Analysis for Products
UI/UX Design User Research & Strategy flashcards β 50 questions with answers
In UX research, what is the difference between a research goal and a research question?
A research goal is the broad purpose of the study β what the team wants to learn or the decision it will inform (e.g., "understand why users abandon checkout"). Research questions are the specific, answerable questions derived from that goal that guide method selection and analysis (e.g., "At which checkout step do users hesitate, and why?").
Why should research questions never be asked directly to participants?
Research questions are for the team β they define what the study must answer. Asking them verbatim invites speculation and biased self-reporting. Instead, they are translated into interview or task questions about concrete past behavior and experiences whose answers, once analyzed, address the research questions.
What criteria make a good UX research question?
It should be specific, actionable (informs a real design or product decision), answerable with available methods and resources, focused on user behavior or needs rather than solutions, and neutral (not leading toward a desired answer).
What is qualitative research in UX, and what kind of question does it answer?
Qualitative research gathers non-numerical data (words, observations, behaviors) from small samples to answer "why" and "how" questions β uncovering motivations, mental models, and context. Typical methods: interviews, contextual inquiry, diary studies, usability observation.
What is quantitative research in UX, and what kind of question does it answer?
Quantitative research gathers numerical, measurable data from larger samples to answer "how many," "how much," and "how often" questions β measuring behavior at scale and testing statistical significance. Typical methods: surveys, analytics, A/B tests, benchmark usability metrics like task success rate and time on task.
Compare qualitative and quantitative UX research on sample size, data type, analysis, and typical output.
Qualitative: small samples (about 5β12 participants), open-ended verbal/observational data, thematic or interpretive analysis, output is insights into motivations and problems. Quantitative: large samples (often $n \geq 30$, ideally hundreds), numerical data, statistical analysis, output is measurements, benchmarks, and validation of hypotheses.
What is generative (discovery/exploratory) research and when is it done?
Generative research is conducted early, before a solution exists, to understand users, their context, needs, and problems β generating opportunities and informing what to build. Methods include field studies, user interviews, diary studies, and secondary research.
What is evaluative research and when is it done?
Evaluative research assesses an existing design, prototype, or product to test how well it works and whether it meets user needs β informing how to improve what has been built. Methods include usability testing, A/B testing, heuristic evaluation, and surveys about a live product.
A team has a working prototype of a booking flow and wants to know if users can complete a reservation. Is the appropriate research generative or evaluative, and why?
Evaluative β a solution already exists and the goal is to assess its performance (task success, errors, satisfaction). Generative research would apply if the team were still exploring what problems travelers have before designing anything.
What is a screener survey in participant recruiting?
A short questionnaire given to potential participants to filter for those who match the target user profile (behaviors, demographics, product usage) and exclude unsuitable ones β including "professional participants" β before inviting them to the study. Good screeners ask about actual behavior and hide the qualifying criteria to prevent gaming.
Define convenience sampling, snowball sampling, and purposive sampling in participant recruiting.
Convenience sampling: recruiting whoever is easiest to reach (fast but biased). Snowball sampling: asking existing participants to refer others like them (useful for niche audiences, risks homogeneity). Purposive sampling: deliberately selecting participants who match specific criteria relevant to the research question.
According to Nielsen's classic guideline, how many participants are needed for qualitative usability testing, and why?
About 5 participants per round. Nielsen's curve shows roughly $85\%$ of usability problems are found with $n = 5$ users, with diminishing returns beyond that β so it is more efficient to run multiple small iterative rounds than one large test.
What incentive-related bias must researchers manage when recruiting participants?
Incentives can attract people who exaggerate or lie on screeners to qualify ("professional participants") and can create acquiescence β participants praising the product to please the paying researcher. Mitigations: behavioral screener questions, hidden qualification criteria, neutral facilitation, and emphasizing that honest criticism is helpful.
Distinguish structured, semi-structured, and unstructured user interviews.
Structured: fixed script of identical questions for every participant, easy to compare, little flexibility. Semi-structured: a discussion guide of core questions plus freedom to probe and follow up β the most common UX format. Unstructured: open conversation guided only by topic areas, maximizing exploration but hardest to analyze consistently.
What is a leading question in a user interview, and how would you rewrite "Don't you find this feature useful?" neutrally?
A leading question suggests the desired answer, biasing the response. Neutral rewrite: "How, if at all, do you use this feature?" or "Tell me about the last time you used this feature" β open-ended and anchored in actual behavior.
List four best practices for asking questions in user interviews.
1) Ask open-ended questions ("Tell me aboutβ¦", "How do youβ¦"). 2) Ask about specific past behavior rather than hypothetical future behavior ("Would you useβ¦?"). 3) Avoid leading and double-barreled questions. 4) Embrace silence and use follow-up probes ("Why?", "Can you say more?") instead of filling pauses.
What is the difference between open-ended and closed-ended survey questions, and what is each best for?
Closed-ended questions offer fixed response options (multiple choice, rating scales), producing quantifiable, comparable data. Open-ended questions let respondents answer in their own words, producing richer qualitative data that is harder to analyze at scale. Surveys typically rely mostly on closed questions with a few open ones.
What is a Likert scale?
A closed-ended rating scale measuring agreement or attitude across a symmetric range, typically 5 or 7 points β e.g., Strongly disagree, Disagree, Neutral, Agree, Strongly agree. Responses are often analyzed numerically (1β5) to compare attitudes across respondents.
How is a survey's response rate calculated, and name two ways to improve it.
$$\text{Response rate} = \frac{\text{number of completed responses}}{\text{number of people invited}} \times 100\%$$ Improve it by keeping the survey short, stating the expected completion time, sending reminders, offering incentives, and making it mobile-friendly.
Name three common survey question-writing errors that bias results.
1) Leading questions that suggest an answer ("How much do you love�"). 2) Double-barreled questions asking two things at once ("Is the app fast and easy to use?"). 3) Unbalanced or overlapping response scales, missing options, or jargon respondents don't understand.
Show the other 30 User Research & Strategy flashcards
What is contextual inquiry?
A field research method in which the researcher observes and interviews a user in their real environment (home, workplace) while they perform their actual tasks, asking questions in the flow of work. It reveals context, workarounds, and behaviors users would not recall or report in a lab or interview.
What are the four principles of contextual inquiry (Beyer and Holtzblatt)?
1) Context β study users in their real environment during real work. 2) Partnership β user and researcher collaborate, in a masterβapprentice relationship where the user is the expert. 3) Interpretation β the researcher shares interpretations with the user to verify meaning. 4) Focus β a clear project scope steers what the researcher attends to.
Why do field studies often reveal findings that lab studies and interviews miss?
Because behavior is shaped by real context β interruptions, physical constraints, tools, collaborators, and workarounds. Users are poor at recalling or articulating habitual behavior in interviews (the sayβdo gap), so direct observation in situ captures what people actually do rather than what they say they do.
What is a diary study?
A longitudinal research method in which participants self-report their experiences, behaviors, and feelings over an extended period (days to weeks) in a diary β via app, messages, photos, or written logs β capturing behavior in context and over time without a researcher present.
When should you choose a diary study over a one-time interview?
When the behavior unfolds over time or is habitual, infrequent, or context-dependent β e.g., medication routines, commuting, multi-week purchase decisions β because recall of such behavior in a single interview is unreliable, while in-the-moment logging captures it accurately.
Contrast interval-contingent, signal-contingent, and event-contingent logging in diary studies.
Interval-contingent: participants log at fixed times (e.g., every evening). Signal-contingent: participants log whenever the researcher sends a prompt or notification. Event-contingent: participants log each time a defined event occurs (e.g., every time they order food online).
What is card sorting and what does it help design?
A method where participants group labeled cards (content or features) into categories that make sense to them, optionally naming the groups. It reveals users' mental models of content relationships and informs information architecture β navigation structure, menu grouping, and labeling.
Differentiate open, closed, and hybrid card sorting.
Open: participants create and name their own categories β best for discovering a new IA. Closed: participants sort cards into predefined categories β best for validating or fitting content into an existing structure. Hybrid: predefined categories exist but participants may add their own.
What is tree testing and how does it differ from card sorting?
Tree testing (reverse card sorting) gives participants a text-only version of a site's hierarchy and asks them to find where a specific item or task lives, measuring findability (success rate, directness, time). Card sorting generates a structure from users' mental models; tree testing evaluates a proposed structure β they are complementary.
What is affinity mapping (affinity diagramming)?
A collaborative analysis technique where individual observations or data points from research are written on separate notes, then grouped bottom-up by similarity into clusters, which are labeled with themes. It turns large amounts of messy qualitative data into organized patterns and insights.
Describe the basic process of building an affinity map from interview data.
1) Extract one observation, quote, or fact per sticky note from the raw data. 2) Place notes on a wall/board and group similar notes together, letting categories emerge bottom-up rather than using preset buckets. 3) Label each cluster with a descriptive theme. 4) Discuss clusters to derive insights and priorities.
What is thematic analysis in qualitative UX research?
A systematic method for analyzing qualitative data by coding it β tagging segments with short labels β and then organizing codes into recurring themes: patterns of meaning across the dataset that answer the research questions.
What are the six phases of thematic analysis (Braun and Clarke)?
1) Familiarize yourself with the data. 2) Generate initial codes. 3) Search for themes by grouping codes. 4) Review and refine themes against the data. 5) Define and name themes. 6) Produce the report.
What is the difference between inductive and deductive coding in thematic analysis?
Inductive (bottom-up): codes and themes emerge from the data itself without preconceived categories. Deductive (top-down): data is coded against a predefined framework or set of expected categories derived from theory or research questions. Studies often combine both.
In UX research, what distinguishes a finding (observation) from an insight?
A finding is a factual observation of what happened ("7 of 10 users scrolled past the filters"). An insight interprets why it happens and what it means β a non-obvious understanding of user motivation or behavior that suggests an opportunity ("users don't recognize the filters as interactive, so they brute-force scroll instead"). Insights are actionable; findings alone are not.
What is a user pain point, and what are the common types?
A pain point is a specific problem or source of friction users experience with a product or process. Common types: usability/interaction pain points (confusing UI, errors), process pain points (broken or tedious end-to-end journeys), financial pain points (cost, unexpected fees), and support pain points (can't get help when stuck).
How should research insights be prioritized after analysis?
By combining severity/impact on users (how much the problem blocks or frustrates them and how many users it affects, e.g., frequency $\times$ severity) with business value and feasibility of addressing it β focusing first on high-impact, widespread pain points aligned with product goals.
What is a research repository and why do teams use one?
A centralized, searchable system that stores research data, insights, reports, and artifacts β typically tagged and organized. It prevents insights from being lost, avoids duplicate studies, enables reuse across teams, supports meta-analysis of patterns across studies, and democratizes access to user knowledge.
What is atomic research in the context of research repositories?
An approach that breaks research into small reusable units β commonly experiments (studies), facts/observations (raw evidence), insights (interpretations), and recommendations/opportunities β each tagged and linked, so evidence can be traced, recombined, and searched across many studies rather than trapped inside single reports.
What is a user persona?
A fictional but evidence-based archetype representing a key user group, typically including a name, photo, demographics, goals, needs, behaviors, frustrations/pain points, and context of use. Personas build shared empathy and keep design decisions anchored to real user needs rather than the team's assumptions or edge cases.
What core elements should a research-based persona include?
Name and representative photo; brief bio and relevant demographics; goals and motivations; behaviors and usage context (technology, environment); needs; frustrations/pain points; and often a representative quote. Every element should trace back to research data, not invention.
Why is it recommended to create a small number of personas (roughly 3β5) per product?
Each persona should represent a behaviorally distinct user segment with different goals and needs. Too many personas dilute focus and become impossible for the team to remember and design for; too few can hide meaningfully different needs. A small set keeps design decisions sharp, often with one designated primary persona.
What is a proto-persona and how does it differ from a research-based persona?
A proto-persona is created quickly from the team's existing assumptions, domain knowledge, and available secondary data β without new primary research. A research-based persona is built from actual user research (interviews, field data, surveys). Proto-personas align team assumptions and are cheap but unvalidated; research-based personas are evidence-backed and reliable for major decisions.
When is it appropriate to use a proto-persona, and what must be done with it afterward?
Early on, when there is no time or budget for primary research β to make the team's assumptions explicit, align stakeholders, and guide initial direction. It must be treated as a hypothesis and validated (and corrected) with real user research as soon as possible, not used as lasting evidence.
What are the four quadrants of a classic empathy map?
Says β direct quotes and statements from the user; Thinks β beliefs and thoughts, including what they won't say aloud; Does β observed actions and behaviors; Feels β emotional states (worries, excitement, frustration). Extended versions add Pains and Gains, all centered on one user or persona.
What is the purpose of an empathy map, and when in the process is it typically used?
To organize research observations about a single user type into a shared, at-a-glance picture of their perspective β building team empathy, exposing gaps and contradictions in knowledge (e.g., says one thing, does another), and feeding persona creation. It is typically used early, in the empathize/define stages, right after gathering research.
What is the core idea of the Jobs To Be Done (JTBD) framework?
People don't buy products; they "hire" them to get a job done β to make progress in a specific circumstance. Research should focus on the underlying job (functional, plus emotional and social dimensions) rather than on demographics or product features. Classic illustration: people don't want a drill, they want the hole (and what the hole enables).
What is the standard job story template in the JTBD framework, and how does it differ from a user story?
Job story: "When [situation], I want to [motivation], so I can [expected outcome]." It replaces the user story's persona clause ("As a [user type], I wantβ¦") with the triggering situation/context, emphasizing circumstance and causality over user attributes.
What is a customer journey map and what are its typical components?
A visualization of the end-to-end experience a user (usually one persona) has while pursuing a goal over time. Typical components: the persona and scenario/goal; journey phases/stages; user actions at each stage; thoughts; emotions (often an emotion curve); touchpoints/channels; pain points; and opportunities for improvement.
Differentiate current-state and future-state journey maps, and journey maps from service blueprints.
A current-state journey map documents the experience as it exists today (best for finding pain points); a future-state map envisions the improved experience to align teams on a vision. A journey map shows the experience from the user's perspective, while a service blueprint extends it with the organization's backstage: frontstage/backstage employee actions, support processes, and systems that deliver each touchpoint.
UI/UX Design User Research & Strategy FAQ
What is in the UI/UX Design User Research & Strategy syllabus?
UI/UX Design User Research & Strategy is split into 6 chapters: Research Planning, Research Methods, Synthesizing Research, Personas & Empathy Maps, Journey & Experience Mapping and Competitive & Market Analysis. Together they contain 24 topics.
How many chapters are in UI/UX Design User Research & Strategy?
6 chapters, containing 24 topics. The largest chapter is Research Methods, with 5 topics.
Are there flashcards for UI/UX Design User Research & Strategy?
Yes β a 50-card User Research & Strategy deck, printed in full in the flashcards section of this page and available in the Examius app with spaced repetition. The free plan covers one exam of your choice, including its flashcards; Examius Pro, a one-time purchase, unlocks every other exam and deck.