UXD and Me

The important thing I learned about good user experience design is that it enhances customer satisfaction, which tends to increase business and design value. Good designs ultimately try to empathize with end-users to provide the best possible experience. Through proper user experience research and design, I can have hands-on experience by taking a product from concept to completion, including user research, ideation and refinement, formal analysis, prototyping, and user testing to achieve a positive user experience. Good User Experience (UX) Designers make the everyday interactions of a user useful, enjoyable, and accessible. It is also about making things enjoyable to use, which creates a positive connection between a user and the product. The user experience is how a person, the user, feels about interacting with or experiencing a product. In short, the design, structure, and purpose of the product should be clear to everyone.

The User Experience design (UXD) session on MA Web Design and Content planning helped me to understand the different methodologies and approaches to user experience designing with the help of principles of user-centered design. Now I understand the importance of knowing the users so that design decisions can be made to control and improve the user experience. The two-day-long workshop which was very much “hands-on” focused on Principles of Design and User Research delivered by Steph Troeth and Chris How helped me to get a good foundation on user experience design and encouraged me to view and approach design challenges in a way that will deliver proper design solutions.

“You can only understand people if you feel them in yourself.”

–John Donne

In this article, I’ll outline my strategy for incorporating User Experience Design into my major project development workflow, which I understood from some basic research and the UX design sessions by Steph and Chris.

My Major Project idea is to create a Parents’ Platform that provides resources and curated content on current digital hazards and safety to promote a supportive environment for young children’s development and well-being. Various kind of digital threats towards children are happening in the modern digital era. Majority of the parents are not aware about the modern digital hazards and they are searching for reliable informative resources where they could find good information which would help them in their child’s digital wellbeing. My target audience for the website is parents with young kids. Inorder to deliver a finished product according to the targetted audience demands with good usability and user experience, I should learn and implement the major user experience design techniques. In this article, I will try to explain the general UX design process, the typical order for the different UX phases, and the methods that could be used during each phase.
A UX design process typically consists of five basic phases, I am planning to go through these core steps of user experience design:

  • Empathize with the users (learning about the audience)
  • Define the problem (identifying the users’ needs)
  • Analysis (generating ideas for design)
  • Prototype (turning ideas into concrete examples)
  • Test (evaluating the design)

The first two phases (empathizing and describing the problem) are commonly referred to as “User Research” – that is, determining the character of the users and how this influences their demands.

User Research (Empathize and Design)

User research is important at the initial stage of the design process because, by good user research, I‘ll be able to provide users with the best solutions and I’ll be able to find exactly what they require. User research can be used to discover the motivations and demands of users. We can use qualitative and quantitative assessments on user research. I plan to start with qualitative assessments which focus on exploring ideas and formulating theory or hypotheses. Then employ quantitative measures to test their findings afterward. When collecting data from your users, I must follow a disciplined method to undertake good UX research. It’s critical to use procedures that are appropriate for the objective of my research and provide the most accurate results. Then I can interpret your findings to incorporate useful information into your design. The key user research skills a research person needed is

  • Pinpoint the real goals of the research 
  • Identify what we want to learn 
  • Designing the research & define the methodology
  • Determining the most appropriate audience
  • Designing research sessions 
  • Run the research
  • Presenting and sharing insights

“Research is worth nothing if you don’t act on it properly. The leap between research insight and the design action is the most important part of a UX designer’s job.”

Harry Brignull, UX consultant

Setting research objectives

The research objectives indicate a specific purpose for what I want to accomplish. Here I want to create a website that will act as a good resource for parents to enhance their knowledge about their child’s digital safety. Focusing on the research objectives will not only assist you in designing the study, but it will also serve as a tool for you to align on research outcomes. The right methodology is also determined by the research objectives. I must first understand what the problem really is and then only I could find a solution. This is the primary question that my research findings must answer. The problem statement is the overarching theme of my project and is what I will be exploring. I can begin formulating my objectives when I have created this problem statement.
My research objectives should include information on how I plan to investigate this problem statement. This is accomplished by breaking down the research challenge into many objectives. The questions that I should ask Myself should be like

“What am I attempting to learn?” 

What must the research achieve?”

So I want to start researching from what are all the current digital threats that is faced by a young kid. What all things are parents concerned about and their pain points. How can I practically make them engaged and give a good experince on using a website which talks about a dry and serious subject. The major goal of the research is to identify what content the website should deliver to make it appealing for the website users and to serve the purpose to which the website aims.

Choose the correct Methodology and research

The development of my research methodology is an important aspect of the study plan. Specific strategies for gathering and interpreting data are known as research methods. There are two major decisions to be made while planning the tactics. The primary step is to decide how I’ll collect data first. The type of data I require to answer the research topic will determine my methods.

Most UX research methods can be mapped to a four-phase design cycle: 

Phase 1 – Discover

The goal of this phase is to highlight unknowns, recognize the limits of our understanding, and learn from users what they need. 

Phase 2 – Explore

The goal of this phase is to gather data that can help define the problem space and dive deeper into user needs to determine the best way to approach solutions. 

Phase 3 – Test

The goal of this phase is to test designs and solutions to determine the impact of the changes, as part of the Usability, Functionality, and Practicality dimensions.

Phase 4 – Listen

TThe goal of this phase is to gather feedback from the users, gather data, and analyze trends that will continuously allow for a better understanding of the problem space and phenomenon

Methods for collecting data

First, I want to decide how I am going to collect data in order to design a website with good content as the users expect. My methods depend on what type of data I need to answer your research question. When it comes to data collection for the digital parenting website, I am planning to select the best and most practical methods. Here are some of the research methods I consider which can be used for data collection and also some methods which are not practical in this project but is a good tool for collecting data. 

User Interviews

User interviews are a well-known research tool that allows me to collect data from the users through talks. During user interviews, I can ask a few questions about parents’ digital concerns about their children, their learning habits, their wishes, and suggestions and then analyze the responses that I receive. The outcomes will be determined by how well I formulate and ask questions, as well as how well I follow up on participants’ responses.


Surveys are a type of research instrument that allows me to collect data from a group of people and gain useful insights. They can be used for qualitative research, such as asking for open-ended feedback and comments, as well as quantitative data collection by tapping into a bigger pool of responses.

Closed-ended and open-ended questions can be included in surveys:

Closed-ended questions are those that have a predetermined set of answers from which to choose. Rating scales, rankings, and multiple-choice questions are just a few examples. Open-ended questions are open-ended text questions in which test-takers respond in a free-form manner. So conducting some good surveys will help me to get a good understanding of the people’s mentality and understand their general approach.

Concept Testing

In UX research, concept testing is commonly done to obtain user feedback during the early stages of design by first asking them about their thoughts on the idea or concept. By doing concept testing I can consider the feedback from the user side and make changes accordingly which the user demands.

Guerrilla Research

Guerrilla Research is effective in obtaining broader generic results by targeting a larger segment of our user group. I can use guerrilla research methods in open spaces where I could get random responses from random persons. I think the subject I am researching is a more of a kind of sensitive and should have a proper plan and action while using this method in public.

Card sorting

Card sorting is a method that helps build the very fundamental architecture of the product. All the main units are written on separate cards and users are asked to sort them into categories. This tool prevents designers from blindly following habitual structures that they have used before. As my target audience are parents, its always good to design someting convenient for them rather than going for something out of the box blindly.

It is not practical to include every design technique in every project. I think I can use some of these like, Interviews, surveys, concept testing, guerilla research etc. As part of getting an understanding of the perspective and needs of the user, I started by conducting some mock interviews with random target audience. The mock interviews helped me to understand the major problems and requirements of them. These kind of user interviews will help us to understand individual users more deeply and as many users we interviews, we get a whole understanding of different categories of people and their mindset on digital reading and interaction. This will help me to target user needs by collecting information from them and using the information to deliver a good quality website with good user experience.


Sampling is another technique that could be implemented in a user-centered design methodology. A sample, in research terms, is a group of individuals, things, or products selected for assessment from a wider population. To ensure that the findings from the research sample can be applied to the entire population, the sample should be representative of the population.

we always would have created a website with a certain user in mind—or a specific need in mind—what actually happens is that it is used by a wide range of individuals for a variety of reasons in a number of circumstances. The important thing is that I should have a broad understanding of my target audience. Sampling helps me to understand the wider variety of target audiences for the website and consider them throughout the design journey.


The analysis phase’s goal is to derive conclusions from the data gathered during the research phase, going from “what” users want/think/need to “why” they want/think/need it. I can check that my most essential assumptions are correct during this phase.

This phase of the UX process usually includes:
Creating user personas

User personas are fictional characters we imagine based on our expected target audience. By creating user personas it will help me to reference those personas as realistic representations of my target audience. A persona is generally based on this user research and incorporates the needs, goals, and observed behavior patterns of my target audience. Depending on the scope of the project, I can generate different personas to capture as wide a part of the audience as possible. Generating personas will help me to empathize with the users and demonstrate a thorough understanding of who they are and what they want to achieve.

Creating user stories

To make the website more effcetively useful for the user, I am planning to create different user stories. A user story is a tool that helps designers understand the interactions from the user’s point of view. It’s usually defined with the following structure: “As a [user] I want to [goal to achieve] so that [motivation].”


I can create simple user stories as the task which user want to do from the website and work on that which is very effective delivering good results. This will help us to think from the perspective of a user which brings the user much closer to the website.


Users want to be heard, and they appreciate it when we seek their input. Asking our users for their thoughts, comments, and feedback on our website and its functional side is one of the most effective methods to keep them engaged. So Ideation is an essential third step in the UX designing process.
Ideation is the process of producing a large number of ideas in a free-thinking environment. We ideate in the design thinking process once we’ve finished our discovery study and created our problem statement, which is commonly expressed as a how-might-we statement. Ideation and sketching help me to get a basic design idea at the start and elaborate it into the perfect design through various methods. For developing the design for the parenting website, I am planning to start with different rough layout sketches. Using those sketches to develop the initial wireframes, then the prototype.

It’s practical to use the majority of the ideation techniques when it comes to approaching the website designing. I am planning to use different ideation techniques to finalize how I am going to reach the final design of the website. Some methods that can be used for ideation are:
Mindmapping is a graphical technique in which participants build a web of relationships. To get started with the simplest form of mind mapping, the participants write a problem statement or key phrase in the middle of the page. Then, they write solutions and ideas that come to their mind on the very same page. After that, participants connect their solutions and ideas by curves or lines to their minor or major (previous or following) facts or idea.

Sketching is a wonderful way to get my ideas down on paper, whether it’s for describing ideas or brainstorming new solutions individually or in groups. Through sketches, I can convey my opinions on anything from strategy to design to user flows. Sketches will make it easier for me to discuss, critique, and share the ideas with others. Sketches should be as simple and rough as possible with just enough detail to convey meaning.

Through storyboarding, we can develop a visual story related to their problem or solution. The activity allows teams to illustrate their prospective customer and scenarios in which he or she might interact with the organization and how. Storyboarding enables us to bring situations to life and outline the future impact of their solution.

During a Brainstorm session, you leverage the synergy of the group to reach new ideas by building on others’ ideas. Ideas are blended to create one good idea as indicated by the slogan “1+1=3”. Participants should be able to discuss their ideas freely without fear of criticism. You should create an environment where all participants embrace wild ideas and misunderstandings, which will allow you to reach further than you could by simply thinking logically about a problem.

The next step in the UX design process is to create wireframes and prototypes. This gives me something tangible to test on real and potential users, which is crucial in making sure that my designs are usable


Prototyping is an iterative process in which I can turn abstract concepts into concrete forms, ranging from paper to digital. To capture design concepts and test them on people, I can create prototypes of varying degrees of detail. I can modify and validate our designs with prototypes so that we can release the proper product with a good amount of detail and perfection. There are various tools available for prototyping. Planning to create prototypes using Figma, which is one of the best tools availbale for protoyping. I need to learn figma to create an efficent and well structured design prototype.

Sitemaps show the hierarchy and navigation structure of a website. They serve to show how the content will be organized into “screens” or sections, and how the user may transition from one section of your service to another.

There are majorly two types of prototyping:

Low fidelity prototyping
Low-fidelity prototypes are simple and low-tech concepts. All I’ll need is a pen and paper to get started. The goal is to turn my concepts into testable artifacts that I can use to gather and analyze feedback in the early stages of development. I can start by creating low fidelity wireframes which can be an excellent way of visualizing requirements and getting a basic understanding of the layout and design can help a lot in the whole process.

High fidelity prototyping
High-fidelity prototypes are highly functional and interactive. They are very close to the final product, with most of the necessary design assets and components developed and integrated. Hi-fi prototypes are often used in the later stages to test usability and identify issues in the workflow.

For the major project website, planning to create a simple wireframe with minimal details, which comes under low fidelity prototyping, and the final graphical prototype with a high amount of detailing and workflows is the one that comes under high fidelity prototyping. For speed and flexibility, low-fidelity prototypes may be best. Consider when I am working off customer feedback and want to gather more data on specific areas, I can choose high-fidelity prototypes which have more details and looks almost similar to the final product which I am going to deliver.


Testing is an important phase in the design process since it allows me to determine whether the design we created is functional for their intended audience. Because testing with high-fidelity designs delivers more valuable feedback from end-users, the validation process usually begins after the high-fidelity design is complete.

Testing sessions

Usability testing:
User testing sessions with people who represent our target audience are very important. There are many different formats to try, including moderated/unmoderated usability testing, focus groups, beta testing, and A/B testing.

Usability testing is the process of evaluating a product or service by putting it through its paces with real-world consumers. The purpose is to discover any usability issues, collect qualitative and quantitative data, and establish the level of satisfaction with the product among users.

Usability testing is used to determine whether the design is intuitive and easy to use, as well as whether there are any usability issues. With the website, users should be able to simply achieve their objectives and it should be helpful for them. Users do tasks in a moderated usability test while I could observe and make notes. Through this, I can gather qualitative and quantitative data to aid in the detection of usability difficulties.

A/B testing
A/B testing (also known as split testing or bucket testing) is a technique for comparing two versions of a website or app to see which performs better. We can use this method of testing to understand what the user likes and dislike in different versions

Surveys are an excellent way to collect quantitative and qualitative data from real-world users. To gain customer feedback on specific aspects, UX designers can ask open-ended questions like “What component of the product do you dislike?”. It’s the best method to get direct user feedback and fix the mistakes that user finds in the proposed design.

Quantitative data from an analytics tool (clicks, navigation time, search queries, bouncing rate, and so on) can be quite useful in determining how users engage with the website.

The process of optimizing the website to suit the expectations and demands of the users is known as user experience design. The thing I always keep in mind is that I should utilize testing and careful design to monitor and manage the interactions people make with the website. Although Google Analytics can provide high-level site-wide insights obtained from website data, I as a designer should try to employ many more tools and abilities to analyze and improve usability.

This is an article explaining the major steps and approaches on a user experience design journey which I mainly learned from the UX workshop and from online research. Have tried to cover some major design techniques in a simple way in the context of my major project. The key thing that I understood is that there is no such thing as a one-size-fits-all solution when it comes to UX design. But no matter the method you choose, the end aim is always the same: to build a fantastic product for your users. Use what works best for your project, discard the rest, and continue to improve your UX process as your product matures.

References from:

Research Methods https://maze.co/guides/ux-research/ux-research-methods/

Methodologies https://www.scribbr.com/category/methodology/

Research Objectives https://uxdesign.cc/elevate-your-research-objectives-745cf9415d5b

Ideation and sketching https://uxdesign.cc/5-tips-to-make-ideation-sketching-approachable-to-all-9a9a23d2cdf2


Prototyping https://www.invisionapp.com/inside-design/low-fi-vs-hi-fi-prototyping/

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