
Guerrilla UX Research Methods
Thrifty, Fast, and Effective User Experience Research Techniques
Morgan Kaufmann (Publisher)
Published on 12. September 2012
Book
Paperback/Softback
224 pages
978-0-12-384713-3 (ISBN)
Description
As a UX practitioner, you know the steps to take, the money to spend, and the time to allocate to each research project. But often times your clients don't understand the importance of the research, and the economy can always factor into the budget and timeframe. Where as the perfect UX research project may take months, sometimes you are only given weeks. The problem: how do you manage a successful, accurate project given all those restrictions?
Guerrilla Research Methods provides a number of low-cost, powerful, and reliable research methods to help you solve any problem that arises in time- or budget-sensitive projects. It aids in making informed design decisions when projects have time and budget restrictions. It's written by experienced, highly respected practitioners, Russ Unger, author and editor of Boxes and Arrows, and Todd Zaki Warfel, Principle Design Research at Messagefirst, who provide you with the information you need to make a successful UX research project, no matter the restriction.
Guerrilla Research Methods provides a number of low-cost, powerful, and reliable research methods to help you solve any problem that arises in time- or budget-sensitive projects. It aids in making informed design decisions when projects have time and budget restrictions. It's written by experienced, highly respected practitioners, Russ Unger, author and editor of Boxes and Arrows, and Todd Zaki Warfel, Principle Design Research at Messagefirst, who provide you with the information you need to make a successful UX research project, no matter the restriction.
More details
Language
English
Place of publication
San Francisco
United States
Publishing group
Elsevier Science & Technology
Target group
Professional and scholarly
UX professionals, developers or engineers involved in Agile, interaction designers, industrial designers, graphic designers, interface designers, managers, market researchers
Dimensions
Height: 235 mm
Width: 191 mm
ISBN-13
978-0-12-384713-3 (9780123847133)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Persons
Russ Unger is a User Experience Director for Happy Cog, a web design firm in New York City, Philadelphia and San Francisco. Russ has been working on websites since 1993-when there was only Notepad to code with and Mosaic was the only browser around. That was when his interest in User Experience Design and Information Architecture began to thrive. Since then, he has worked with a variety of companies--from start-ups to everyday household brands--helping them infuse User Experience strategies and tactics into their designs. Todd Zaki Warfel is the founder and Principal Designer at messagefirst, a design consultancy focused on helping companies make products and services that are beautiful, useful and a pleasure to use. Todd also co-founded Nimbly Apps, and lead the design of Reframer, the first collaborative analytics platform for qualitative data. Ask Todd what he does for a living and tell you he's just a designer. He believes design is a holistic practice, a craft, and like any great artisan, he takes great pride in his craft. Todd has been breaking, designing and crafting systems since 1995. He's been fortunate enough to design websites, webapps and other systems for clients such as AT&T Wireless, Bankrate, Citi, Comcast, Cornell University, Numara and New York University. An internationally recognized thought leader on research and design, Todd regularly speaks at conferences and teaches workshops around the globe. As a member of the Web Standards Project Education Task Force, Todd has led the efforts for their prototyping curriculum..
Author
User Experience Director, Happy Cog
Founder and Principal Designer at messagefirst
Content
Chapter 1: Introduction
Chapter 2: What is Guerrilla Research?
Chapter 3: Rule #1: Audience and Intent
Chapter 4: Crowdsourcing: Who Do You Know?
Chapter 5: Hitting the Streets
Chapter 6: Rapid Iterative ProtoSketching (RIPS)
Chapter 7: Design Studio
Chapter 8: Design the Box
Chapter 9: Bodystorming
Chapter 10: Remote Research and Testing
Chapter 11: A/B Testing
Chapter 12: Mobile and Gestural Devices
Chapter 13: Where Do We Go from Here?
Chapter 2: What is Guerrilla Research?
Chapter 3: Rule #1: Audience and Intent
Chapter 4: Crowdsourcing: Who Do You Know?
Chapter 5: Hitting the Streets
Chapter 6: Rapid Iterative ProtoSketching (RIPS)
Chapter 7: Design Studio
Chapter 8: Design the Box
Chapter 9: Bodystorming
Chapter 10: Remote Research and Testing
Chapter 11: A/B Testing
Chapter 12: Mobile and Gestural Devices
Chapter 13: Where Do We Go from Here?