The ultimate reading list for new user researchers
Having a library of user research books is invaluable. Whether you’re an old hand in the field of UX research or just dipping your toes in the water, being able to reference detailed information on methods, techniques and tools will make your life much easier.
There’s really no shortage of user research/UX reading lists online, so we wanted to do something a little different. We’ve broken our list up into sections to make finding the right book for a particular topic as easy as possible.
General user research guides
These books cover everything you need to know about a number of UX/user research topics. They’re great to have on your desk to refer back to – we certainly have them on the bookshelf here at Optimal Workshop.
Observing the User Experience: A Practitioner's Guide to User Research
Mike Kuniavsky
This book covers 13 UX research techniques in a reference format. There’s a lot of detail, making it a useful resource for people new to the field and those who just need more clarification around a certain topic. There’s also a lot of practical information that you’ll find applicable in the real world. For example, information about how to work around research budgets and tight time constraints.
In Just Enough Research, author Erika Hall explains that user research is something everyone can and should do. She covers several research methods, as well as things like how to identify your biases and make use of your findings. Designers are also likely to find this one quite useful, as she clearly covers the relationship between research and design.
Harry Hochheiser, Jonathan Lazar, Jinjuan Heidi Feng
Like Observing the User Experience, this is a dense guide – but it’s another essential one. Here, experts on human-computer interaction and usability explain different qualitative and quantitative research methods in an easily understandable format. There are also plenty of real examples to help frame your thinking around the usefulness of different research methods.
If you’re new to information architecture (IA), understanding why it’s such an important concept is a great place to start. There’s plenty of information online, but there are also several well-regarded books that make great starting points.
Information Architecture for the World Wide Web: Designing Large-Scale Web Sites
Peter Morville, Louis Rosenfeld
You’ll probably hear this book referred to as “the polar bear book”, just because the cover features a polar bear. But beyond featuring a nice illustration of a bear, this book clearly covers the process of creating large websites that are both easy to navigate and appealing to use. It’s a useful book for designers, information architects and user researchers.
This is a great introduction to information architecture and serves as a nice counter to the polar bear book, being much shorter and more easily digestible. Author Abby Covert explains complex concepts in a way anyone can understand and also includes a set of lessons and exercises with each chapter.
For those new to the task, the prospect of interviewing users is always daunting. That makes having a useful guide that much more of a necessity!
Interviewing Users: How to Uncover Compelling Insights
Steve Portigal
While interviewing users may seem like something that doesn’t require a guide, an understanding of different interview techniques can go a long way. This book is essentially a practical guide to the art of interviewing users. Author Steve Portigal covers how to build rapport with your participants and the art of immersing yourself in how other people see the world – both key skills for interviewers!
Web usability is basically the ease of use of a website. It’s a broad topic, but there are a number of useful books that explain why it’s important and outline some of the key principles.
Don't Make Me Think: A Common Sense Approach to Web Usability
Steve Krug
Don’t Make Me Think is the first introduction to the world of UX and usability for many people, and for good reason – it’s a concise introduction to the topics and is easy to digest. Steve Krug explains some of the key principles of intuitive navigation and information architecture clearly and without overly technical language. In the latest edition, he’s updated the book to include mobile usability considerations.
As a testament to just how popular this book is, it was released in 2000 and has since had 2 editions and sold 400,000 copies.
The design–research relationship is an important one, even if it’s often misunderstood. Thankfully, authors like Don Norman and Vijay Kumar are here to explain everything.
The Design of Everyday Things
Don Norman
This book, by cognitive scientist and usability engineer Don Norman, explains how design is the communication between an object and its user, and how to improve this communication as a way of improving the user experience. If nothing else, this book will force you to take another look at the design of everyday objects and assess whether or not they’re truly user-friendly.
101 Design Methods: A Structured Approach for Driving Innovation in Your Organization
Vijay Kumar
A guidebook for innovation in the context of product development, this book approaches the subject in a slightly different way to many other books on the same subject. The focus here is that the practice of creating new products is actually a science – not an art. Vijay Kumar outlines practical methods and useful tools that researchers and designers can use to drive innovation, making this book useful for anyone involved in product development.
We've put together a list of all of the above books on Goodreads, which you can access here.
Further reading
For experienced practitioners and newcomers alike, user research can often seem like a minefield to navigate. It can be tricky to figure out which method to use when, whether you bring a stakeholder into your usability test (you should) and how much you should pay participants. Take a look at some of the other articles on our blog if you’d like to learn more.
Think your company is truly user-centric? Think again. Our groundbreaking report on UX Research (UXR) in 2024 shatters common assumptions about our industry.
We've uncovered a startling gap between what companies say about user-centricity and what they actually do. Prepare to have your perceptions challenged as we reveal the true state of UXR integration and its untapped potential in today's business landscape.
The startling statistics 😅
Here's a striking finding: only 16% of organizations have fully embedded UXR into their processes and culture. This disconnect between intention and implementation underscores the challenges in demonstrating and maximizing the true value of user research.
What's inside the white paper 👀
In this comprehensive white paper, we explore:
How companies use and value UX research
Why it's hard to show how UX research helps businesses
Why having UX champions in the company matters
New ways to measure and show the worth of UX research
How to share UX findings with different people in the company
New trends changing how people see and use UX research
Stats sneak peek 🤖
- Only 16% of organizations have fully embedded UX Research (UXR) into their processes and culture. This highlights a significant gap between the perceived importance of user-centricity and its actual implementation in businesses.
- 56% of organizations aren't measuring the impact of UXR at all. This lack of measurement makes it difficult for UX researchers to demonstrate the value of their work to stakeholders.
- 68% of respondents believe that AI will have the greatest impact on the analysis and synthesis phase of UX research projects. This suggests that while AI is expected to play a significant role in UXR, it's seen more as a tool to augment human skills rather than replace researchers entirely.
The UX research crossroads 🛣️
As our field evolves with AI, automation, and democratized research, we face a critical juncture: how do we articulate and amplify the value of UXR in this rapidly changing landscape? We’d love to know what you think! So DM us in socials and let us know what you’re doing to bridge the gap.
Are you ready to unlock the full potential of UXR in your organization? 🔐
Download our white paper for invaluable insights and actionable strategies that will help you showcase and maximize the value of user research. In an era of digital transformation, understanding and leveraging UXR's true worth has never been more crucial.
Keep an eye out for our upcoming blog series, where we'll delve deeper into key findings and strategies from the report. Together, we'll navigate the evolving UX landscape and elevate the value of user insights in driving business success and exceptional user experiences.
In UX research we are told again and again that to ensure truly user-centered design, it’s important to test ideas with real users as early as possible. There are many benefits that come from introducing the voice of the people you are designing for in the early stages of the design process. The more feedback you have to work with, the more you can inform your design to align with real needs and expectations. In turn, this leads to better experiences that are more likely to succeed in the real world.It is not surprising then that paper prototypes have become a popular tool used among researchers. They allow ideas to be tested as they emerge, and can inform initial designs before putting in the hard yards of building the real thing. It would seem that they’re almost a no-brainer for researchers, but just like anything out there, along with all the praise, they have also received a fair share of criticism, so let’s explore paper prototypes a little further.
What’s a paper prototype anyway? 🧐📖
Paper prototyping is a simple usability testing technique designed to test interfaces quickly and cheaply. A paper prototype is nothing more than a visual representation of what an interface could look like on a piece of paper (or even a whiteboard or chalkboard). Unlike high-fidelity prototypes that allow for digital interactions to take place, paper prototypes are considered to be low-fidelity, in that they don’t allow direct user interaction. They can also range in sophistication, from a simple sketch using a pen and paper to simulate an interface, through to using designing or publishing software to create a more polished experience with additional visual elements.
Different ways of designing paper prototypes, using OptimalSort as an example
Showing a research participant a paper prototype is far from the real deal, but it can provide useful insights into how users may expect to interact with specific features and what makes sense to them from a basic, user-centered perspective. There are some mixed attitudes towards paper prototypes among the UX community, so before we make any distinct judgements, let's weigh up their pros and cons.
Advantages 🏆
They’re cheap and fastPen and paper, a basic word document, Photoshop. With a paper prototype, you can take an idea and transform it into a low-fidelity (but workable) testing solution very quickly, without having to write code or use sophisticated tools. This is especially beneficial to researchers who work with tight budgets, and don’t have the time or resources to design an elaborate user testing plan.
Anyone can do itPaper prototypes allow you to test designs without having to involve multiple roles in building them. Developers can take a back seat as you test initial ideas, before any code work begins.
They encourage creativityFrom both the product teams participating in their design, but also from the users. They require the user to employ their imagination, and give them the opportunity express their thoughts and ideas on what improvements can be made. Because they look unfinished, they naturally invite constructive criticism and feedback.
They help minimize your chances of failurePaper prototypes and user-centered design go hand in hand. Introducing real people into your design as early as possible can help verify whether you are on the right track, and generate feedback that may give you a good idea of whether your idea is likely to succeed or not.
Disadvantages 😬
They’re not as polished as interactive prototypesIf executed poorly, paper prototypes can appear unprofessional and haphazard. They lack the richness of an interactive experience, and if our users are not well informed when coming in for a testing session, they may be surprised to be testing digital experiences on pieces of paper.
The interaction is limitedDigital experiences can contain animations and interactions that can’t be replicated on paper. It can be difficult for a user to fully understand an interface when these elements are absent, and of course, the closer the interaction mimics the final product, the more reliable our findings will be.
They require facilitationWith an interactive prototype you can assign your user tasks to complete and observe how they interact with the interface. Paper prototypes, however, require continuous guidance from a moderator in communicating next steps and ensuring participants understand the task at hand.
Their results have to be interpreted carefullyPaper prototypes can’t emulate the final experience entirely. It is important to interpret their findings while keeping their limitations in mind. Although they can help minimize your chances of failure, they can’t guarantee that your final product will be a success. There are factors that determine success that cannot be captured on a piece of paper, and positive feedback at the prototyping stage does not necessarily equate to a well-received product further down the track.
Improving the interface of card sorting, one prototype at a time 💡
We recently embarked on a research project looking at the user interface of our card-sorting tool, OptimalSort. Our research has two main objectives — first of all to benchmark the current experience on laptops and tablets and identify ways in which we can improve the current interface. The second objective is to look at how we can improve the experience of card sorting on a mobile phone.
Rather than replicating the desktop experience on a smaller screen, we want to create an intuitive experience for mobiles, ensuring we maintain the quality of data collected across devices.Our current mobile experience is a scaled down version of the desktop and still has room for improvement, but despite that, 9 per cent of our users utilize the app. We decided to start from the ground up and test an entirely new design using paper prototypes. In the spirit of testing early and often, we decided to jump right into testing sessions with real users. In our first testing sprint, we asked participants to take part in two tasks. The first was to perform an open or closed card sort on a laptop or tablet. The second task involved using paper prototypes to see how people would respond to the same experience on a mobile phone.
Context is everything 🎯
What did we find? In the context of our research project, paper prototypes worked remarkably well. We were somewhat apprehensive at first, trying to figure out the exact flow of the experience and whether the people coming into our office would get it. As it turns out, people are clever, and even those with limited experience using a smartphone were able to navigate and identify areas for improvement just as easily as anyone else. Some participants even said they prefered the experience of testing paper prototypes over a laptop. In an effort to make our prototype-based tasks easy to understand and easy to explain to our participants, we reduced the full card sort to a few key interactions, minimizing the number of branches in the UI flow.
This could explain a preference for the mobile task, where we only asked participants to sort through a handful of cards, as opposed to a whole set.The main thing we found was that no matter how well you plan your test, paper prototypes require you to be flexible in adapting the flow of your session to however your user responds. We accepted that deviating from our original plan was something we had to embrace, and in the end these additional conversations with our participants helped us generate insights above and beyond the basics we aimed to address. We now have a whole range of feedback that we can utilize in making more sophisticated, interactive prototypes.
Whether our success with using paper prototypes was determined by the specific setup of our testing sessions, or simply by their pure usefulness as a research technique is hard to tell. By first performing a card sorting task on a laptop or tablet, our participants approached the paper prototype with an understanding of what exactly a card sort required. Therefore there is no guarantee that we would have achieved the same level of success in testing paper prototypes on their own. What this does demonstrate, however, is that paper prototyping is heavily dependent on the context of your assessment.
Final thoughts 💬
Paper prototypes are not guaranteed to work for everybody. If you’re designing an entirely new experience and trying to describe something complex in an abstracted form on paper, people may struggle to comprehend your idea. Even a careful explanation doesn’t guarantee that it will be fully understood by the user. Should this stop you from testing out the usefulness of paper prototypes in the context of your project? Absolutely not.
In a perfect world we’d test high fidelity interactive prototypes that resemble the real deal as closely as possible, every step of the way. However, if we look at testing from a practical perspective, before we can fully test sophisticated designs, paper prototypes provide a great solution for generating initial feedback.In his article criticizing the use of paper prototypes, Jake Knapp makes the point that when we show customers a paper prototype we’re inviting feedback, not reactions. What we found in our research however, was quite the opposite.
In our sessions, participants voiced their expectations and understanding of what actions were possible at each stage, without us having to probe specifically for feedback. Sure we also received general comments on icon or colour preferences, but for the most part our users gave us insights into what they felt throughout the experience, in addition to what they thought.
Co-authored by Brandon Dorn, UX designer at Viget.As user experience designers, making sure that websites and tools are usable is a critical component of our work, and conducting user research enables us to assess whether we’re achieving that goal or not. Even if we want to incorporate research, however, certain constraints may stand in our way.
A few years ago, we realized that we were facing this issue at Viget, a digital design agency, and we decided to make an effort to prioritize user research. Almost two years ago, we shared initial thoughts on our progress in this blog post. We’ve continued to learn and grow as researchers since then and hope that what we’ve learned along the way can help your clients and coworkers understand the value of research and become better practitioners. Below are some of those lessons.
Make research a priority for your organization
Before you can do more research, it needs to be prioritized across your entire organization — not just within your design team. To that end, you should:
Know what you’re trying to achieve. By defining specific goals, you can share a clear message with the broader organization about what you’re after, how you can achieve those goals, and how you will measure success. At Viget, we shared our research goals with everyone at the company. In addition, we talked to the business development and project management teams in more depth about specific ways that they could help us achieve our goals, since they have the greatest impact on our ability to do more research.
Track your progress. Once you’ve made research a priority, make sure to review your goals on an ongoing basis to ensure that you’re making progress and share your findings with the organization. Six months after the research group at Viget started working on our goals, we held a retrospective to figure out what was working — and what wasn’t.
Adjust your approach as needed. You won’t achieve your goals overnight. As you put different tactics into action, adjust your approach if something isn’t helping you achieve your goals. Be willing to experiment and don’t feel bad if a specific tactic isn’t successful.
Educate your colleagues and clients
If you want people within your organization to get excited about doing more research, they need to understand what research means. To educate your colleagues and clients, you should:
Explain the fundamentals of research. If someone has not conducted research before, they may not be familiar or feel comfortable with the vernacular. Provide an overview of the fundamental terminology to establish a basic level of understanding. In a blog post, Speaking the Same Language About Research, we outline how we established a common vocabulary at Viget.
Help others understand the landscape of research methods. As designers, we feel comfortable talking about different methodologies and forget that that information will be new to many people. Look for opportunities to increase understanding by sharing your knowledge. At Viget, we make this happen in several ways. Internally, we give presentations to the company, organize group viewing sessions for webinars about user research, and lead focused workshops to help people put new skills into practice. Externally, we talk about our services and share knowledge through our blog posts. We are even hosting a webinar about conducting user interviews in November and we'd love for you to join us.
Incorporate others into the research process. Don't just tell people what research is and why it's important — show them. Look for opportunities to bring more people into the research process. Invite people to observe sessions so they can experience research firsthand or have them take on the role of the notetaker. Another simple way to make people feel involved is to share findings on an ongoing basis rather than providing a report at the end of the process.
Broaden your perspective while refining your skill set
Our commitment to testing assumptions led us to challenge ourselves to do research on every project. While we're dogmatic about this goal, we're decidedly un-dogmatic about the form our research takes from one project to another. To pursue this goal, we seek to:
Expand our understanding. To instill a culture of research at Viget, we've found it necessary to question our assumptions about what research looks like. Books like Erika Hall’s Just Enough Research teach us the range of possible approaches for getting useful user input at any stage of a project, and at any scale. Reflect on any methodological biases that have become well-worn paths in your approach to research. Maybe your organization is meticulous about metrics and quantitative data, and could benefit from a series of qualitative studies. Maybe you have plenty of anecdotal and qualitative evidence about your product that could be better grounded in objective analysis. Aim to establish a balanced perspective on your product through a diverse set of research lenses, filling in gaps as you learn about new approaches.
Adjust our approach to project constraints. We've found that the only way to consistently incorporate research in our work is to adjust our approach to the context and constraints of any given project. Client expectations, project type, business goals, timelines, budget, and access to participants all influence the type, frequency, and output of our research. Iterative prototype testing of an email editor, for example, looks very different than post-launch qualitative studies for an editorial website. While some projects are research-intensive, short studies can also be worthwhile.
Reflect on successes and shortcomings. We have a longstanding practice of holding post-project team retrospectives to reflect on and document lessons for future work. Research has naturally come up in these conversations, and many of the things we've discussed you're reading right now. As an agency with a diverse set of clients, it's been important for us to understand what types of research work for what types of clients, and when. Make sure to take time to ask these questions after projects. Mid-project retrospectives can be beneficial, especially on long engagements, yet it's hard to see the forest when you're in the weeds.
Streamline qualitative research processes 🚄
Learning to be more efficient at planning, conducting, and analyzing research has helped us overturn the idea that some projects merit research while others don't. Remote moderated usability tests are one of our preferred methods, yet, in our experience, the biggest obstacle to incorporating these tests isn't the actual moderating or analyzing, but the overhead of acquiring and scheduling participants. While some agencies contract out the work of recruiting, we've found it less expensive and more reliable to collaborate with our clients to find the right people for our tests. That said, here are some recommendations for holding efficient qualitative tests:
Know your tools ahead of time. We use a number of tools to plan, schedule, annotate, and analyze qualitative tests (we're inveterate spreadsheet users). Learn your tools beforehand, especially if you're trying something new. Tools should fade into the background during tests, which Reframer does nicely.
Establish a recruiting process. When working with clients to find participants, we'll often provide an email template tailored to the project for them to send to existing or potential users of their product. This introductory email will contain a screener that asks a few project-related demographic or usage questions, and provides us with participant email addresses which we use to follow-up with a link to a scheduling tool. Once this process is established, the project manager will ensure that the UX designer on the team has a regular flow of participants. The recruiting process doesn't take care of itself – participants cancel, or reschedule, or sometimes don't respond at all – yet establishing an approach ahead of time allows you, the researcher, to focus on the research in the midst of the project.
Start recruiting early. Don't wait until you've finished writing a testing script to begin recruiting participants. Once you determine the aim and focal points of your study, recruit accordingly. Scripts can be revised and approved in the meantime.
Be proactive about making research happen 🤸
As a generalist design agency, we work with clients whose industries and products vary significantly. While some clients come to us with clear research priorities in mind, others treat it as an afterthought. Rare, however, is the client who is actively opposed to researching their product. More often than not, budget and timelines are the limiting factors. So we try not to make research an ordeal, but instead treat it as part of our normal process even if a client hasn't explicitly asked for it. Common-sense perspectives like Jakob Nielsen’s classic “Discount Usability for the Web” remind us that some research is always better than none, and that some can still be meaningfully pursued. We aren’t pushy about research, of course, but instead try to find a way to make it happen when it isn't a definite priority.
World Usability Day is coming up on November 9, so now is a great time to stop and reflect on how you approach research and to brainstorm ways to improve your process. The tips above reflect some of the lessons we’ve learned at Viget as we’ve tried to improve our own process. We’d love to hear about approaches you’ve used as well.