Stage 2 · Core · Beginner
UX research and problem definition
Learn what people need, test your assumptions and define the right problem before designing.
Nothing to track yet. Lessons appear here as they are written.
About this stage
Most failed products did not fail because of bad visuals. They solved a problem nobody had, or solved the right problem for the wrong people. Research is how designers find out what is actually going on before committing time and money.
This stage teaches lightweight, ethical research you can run on your own: writing research questions, interviewing people, synthesising notes into themes, and turning findings into problem statements and success metrics.
Before this stage Stage 0: Orientation and design foundations
Learning outcomes
- Separate assumptions from evidence and turn them into research questions.
- Plan and run a short, ethical user interview without leading the participant.
- Synthesise notes into themes with affinity mapping, and avoid over-claiming.
- Write problem statements, opportunity statements and measurable success criteria.
- Choose between interviews, surveys, desk research and analytics for a given question.
Lessons
The lessons in this stage are being written. Lessons marked “In writing” are listed so you can see the full scope; they are never counted towards your progress. The resource library and glossary cover these topics in the meantime.
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Understanding users and business goals In writing
Why both matter, and how to find the overlap where good products live.
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Research questions and assumptions In writing
Writing questions that research can actually answer.
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Desk research and competitive analysis In writing
Learning from what already exists before talking to anyone.
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User interviews and ethical research practice In writing
Recruiting, consent, scripts, follow-up questions and staying neutral.
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Surveys: when they help and when they do not In writing
Good survey questions, sample bias, and why surveys cannot tell you why.
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Qualitative versus quantitative research In writing
What each kind of evidence can and cannot tell you.
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Affinity mapping and thematic analysis In writing
Turning a wall of notes into themes and insights you can defend.
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Personas: useful applications and common pitfalls In writing
Evidence-based personas versus fictional stereotypes.
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Jobs to Be Done In writing
Describing what people are trying to get done, independent of your product.
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Empathy maps and user journey maps In writing
Mapping what people think, feel and do across an experience.
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Problem statements and opportunity statements In writing
Framing the problem so the team agrees on what they are solving.
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Hypotheses, assumptions and prioritisation In writing
Ranking what to test first by risk and impact.
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Defining success metrics In writing
Choosing measures that show whether a design actually helped.