The opposite of user research is guessing.
Ironically, many organizations base their most important decisions (what to build, how it should work) on almost no user research (who are the users, what would improve their life?). Complete guesses.
Don’t guess.
Do the research.
"No amount of iteration can fix a product that shouldn't have been built in the first place.
And the only way to know you're on the right track is by having a thorough understanding of your users' needs, and how you'll create value for them."
— @eddzio
https://t.co/70bigTIo1n
“As a designer, it is my job to identify and understand all kinds of problems, not just ‘design’ problems, and think of ways to solve them in a manner which is meaningful to the user and the business, regardless of the solution having a…” — Shambhavi Ojha https://t.co/UTdCLiMmCV
Myth of hiring Sr designers: “we want them to hit the ground running”
No one hits the ground running. Ramp up duration can take up to a year depending on the complexity of the product space is. What defines short ramp up is a growth mindset, not level or years of experience.
PSA: Unfortunately, the acronym MVPs now stands for “Ship Crap Quickly.”
If your team isn’t establishing (based on extensive user research) what the acceptable criteria are for “minimal” and “viable”, you’re likely not shipping a “product” that will ever make customers happy.
“While amateur designers focus on being right, professional designers focus on getting the best outcome — no matter where the ideas come from.” — @fabriciot https://t.co/t6ch08n9FU
“‘Science converts information into knowledge. Engineering converts knowledge into utility. Design converts utility into cultural behavior in context. Art takes that cultural behavior and questions our perception of the world.’” — @kaeuph https://t.co/n3pbFJvTT1
A story must have an account of how something should be, an explanation of how it got thrown off balance, and some proposed solution as to what will put things right again.
“The product of our work as designers is not the mockup we hand off at the end of our workday; it’s every decision we made with the team and how we influenced the organization at large.” — @fabriciot https://t.co/hjxiHnncec
“Design is optimistic. It brings new things into the world. Designers take on problems, model them, frame them, and create responses through the distribution of material, real or virtual, in space.” — Ann M Pendleton-Jullian, John Seely Brown, Design Unbound