#User Research
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alezusers · 6 months ago
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Haikyuu Usernames (anime users)
@/haikyuuzete
@/haikyuxr
@/kageyapper
@/sauceshoyo
@/tsukiyamer
@/kaghn
@/kenhinaduo
@/shoyohnts
@/wingshoyo
@/sttrtobio
@/tobiosetz
@/kenmandatory
@/kuroolder
@/okokuroo
@/atsujhina
@/atsumitto
@/osamufv
@/bokuakarr
@/bokuakafc
@/bokutopic
@/akaashitter
@/onlyakaashii
@/akaashoyo
@/guchisoul
@/ymguchir
@/hawikyuur
@/shoyored
@/daichinhos
@/daichigurl
@/haikyucamp
@/haikyuucamp
@/haikyuundone
@/bokutobios
@/minekyuu
@/tobiosoul
@/tobiordinary
@/tobiocunt
@/hinatarrr
@/kozumeblond
@/kozumescat
@/kotarokujoh
@/yakusland
@/tetsuroroo
@/oikawaland
@/mainoikawa
@/toorusoulmate
@/torusoulmate
@/oikawagirls
@/wakatoshif
@/iwaoikaw
@/levinister
@/kiyoyahi
@/tanakasdream
@/konohagurl
@/onlykonoha
@/forbokuto
@/sawamurabf
@/sawamurant
@/karahuno
@/karasunocamp
@/karaksuno
@/carashuno
@/tadashinata
@/tadashicutie
@/haikyusd
Please, like and reblog if you use them or LET ME KNOW IF YOU SAVE ANY OF THEM (:
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verybadatcardgames · 2 years ago
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We all like to laugh at this scene, but Pegasus basically provided the qualitative data that made Seto Kaiba create the Duel Disk as we know it.
I can imagine Seto thinking "Pegasus you manipulative wuss you're a grown ass man not a child just throw the damn thing," but after Mokuba was dragged out, tension and terror aside, he probably looked back on the memory when he reached the lab, thinking:
"Crap, there are people who may not have the strength or skills to throw this properly."
So he totally scraps the yo-yo concept and redoes the Duel Disk to make it more user friendly by the time Battle City comes around.
Ergo, Pegasus being genuinely awful at sports contributed to making the Duel Disk better.
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boyteal · 5 months ago
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do you use spotify? do you think it could be better?
that's crazy, me too!!
hey! my name's oliver and i'm a user experence designer. my current project is a ux-focused redesign of spotify. to make it happen, i need your help!
i'm doing research to better understand how people use spotify, what features they value, and their level of satisfaction with the current interface.
as part of my investigation, i have created a short survey. if you have 5 minutes, i would be so grateful if you could take it. all responses are anonymous and no personal information is collected.
thank you!
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alica-tech · 2 years ago
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A Crash Course to Design Thinking: Empathy
●~•──────── Introduction  ─────────•~●
Hello! Today I wanted to talk about UX design. This post was supposed to be longer but Tumblr deleted my draft and I’m feeling (╯°□°)╯︵ ┻━┻ so here is just part one.. We’ll be covering the “Empathy” step which includes:
Exploring the problem space
Conducting User Research
Defining User Personas
I believe that taking time to do design thinking when creating a product avoids bad door knobs and confusing app interfaces. Here’s a handful of hilariously bad UI demos for taste: https://mattw.io/bad-ui/.
Here’s some other common pitfalls: 
Too many choices for a user (overcrowded toolbars)
Not enough options for users (accessibility)
Poor feedback (“Did that form actually go through?”)
Inconsistent interfaces (“Do I push or pull on this door…It says push, but has a pull handle!”)
●~•────────What is a prototype? ─────────•~●
A prototype is an early model mock-up of the product you want to build. We’re focusing on digital products in this case, so the product can be an app, website, or any other applications. Prototypes are useful for conceptualizing and visualizing your ideas for the product. It's also meant to showcase the "flow" of using the app from a user's perspective, as well as show the layout and organization of your product.
●~•───────What is the design thinking process? ────────•~●
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The design thinking process is an iterative process to approaching designing products. It's not necessarily linear, but we'll walk through what you should consider at each step. In practice, you may find yourself revisiting steps to refine your problem, ideas, and mock-up itself after getting user feedback. Let’s talk about the first step, empathizing!
Part 1: Empathize
●~•─────── Step 1 ────────•~●
⭐ Pick a problem space.
What problem are you trying to find a potential solution for? It could be as simple as "Tumblr’s draft system sucks" or maybe your friend just said "This book tracking app could be better.." Sources of inspiration are everywhere! 
Coming up with your own: Think about your own experiences as a user of different products or services. Have you encountered any frustrating issues or pain points that could be addressed with a potential solution? Maybe you struggle with finding parking in your city and wish there was a more efficient way to find available spots. Or perhaps you find it difficult to keep track of all your passwords and would like a more secure and user-friendly password manager. Consider your own needs and experiences as a starting point for identifying potential problem spaces.
Interacting with others: Talk to people in different industries or fields, or attend events or conferences related to areas you're interested in. This can give you exposure to different perspectives and potential problem spaces that you may not have considered before. For example, if you're interested in education technology, attending an education conference could help you identify common challenges and needs in that space. Or even reading through r/professors or talking to your own instructors!
📚 Resources:
https://www.uxchallenge.co/  - List of problems 
https://uxtools.co/challenges/ - Walkthroughs on tackling specific problems focused on UX skills
●~•─────── Step 2 ────────•~●
⭐ Understand the users affected by the problem.
Once you have a problem space, don’t jump ahead and start thinking of solutions! First, we must understand the problem from a variety of user perspectives. Why? Because by understanding the users affected by the problem, we can gain insights into their needs, pain points, and behaviors. This understanding can help us develop effective solutions that address their needs and improve their experiences.
There’s a variety of user research methods we can use to collect user perspectives, this is just a handful of them:
Survey: If the product already exists (and it’s yours), you could add a survey in-app for feedback on a specific feature. Otherwise, you can create a survey assessing a user’s impressions on a problem they might have (“Do you encounter this..?”, “Would you be interested in a product that..”, “What kind of features are most important to you?”).
User Interviews: This involves talking to users one-on-one to gain insights into their experiences, needs, and pain points. It's important to ask open-ended questions and actively listen to their responses to understand their perspectives fully. 
Online Research: Checkout user impressions on products by looking up existing reviews online. This can be from Amazon, Reddit, the app store, whatever. To make this kind of data useful, you can identify patterns of what is often mentioned or common pain points users express online. It’s going to be better if you can connect more directly with users about your specific problem area, but this is something to start with.
📚 Resources: (I love nngroup…)
https://www.nngroup.com/articles/ux-research-cheat-sheet/
https://www.nngroup.com/articles/guide-ux-research-methods/
https://www.nngroup.com/articles/which-ux-research-methods/
●~•─────── Step 3 ────────•~●
⭐ Create User Personas to represent the types of users your product will be addressing the needs of.
The user persona shouldn’t represent a specific (real) person, rather it should represent a realistic archetype of a person. I think of it as like a character sheet. For example, if we’re creating an app for book tracking our user personas might be “Reader Rhea - A college student looking to organize books from her classes” or “Bookworm Bryan - A young adult looking to get book recommendations”. The persona should be based on the research you did prior. Creating user personas will help you better understand and empathize with your users, and make design decisions that align with their needs and goals.
Here’s a quick checklist of what to include in a user persona:
Name: Give your persona a name that reflects their characteristics and needs.
Demographics: Include details like age, gender, occupation, and location.
Goals: What are the persona's primary goals and objectives when using your product?
Pain points: What are the main challenges or problems that the persona faces when using your product?
Behaviors: What are the typical behaviors and habits of the persona when using your product?
Motivations: What motivates the persona to use your product?
Personality: What are the persona's personality traits and characteristics?
Scenario: Describe a scenario in which the persona would use your product or service.
Quote: Include a quote that summarizes the persona's attitude or perspective.
📚 Resources:
https://about.gitlab.com/handbook/product/ux/persona-creation/
https://www.nngroup.com/articles/personas-study-guide/
https://www.justinmind.com/blog/user-persona-templates/ - lots of examples and explanations here
●~•─────── That's All! ────────•~●
Phew, ok that is all for now! In a future post, I will go over the second step in the design process. If you have anything to add to this topic, pls share! :D Thanks for reading
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alovelydesolation · 2 years ago
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Help me conduct some user research about how people play tabletop roleplaying games online!
Answer the survey, and get a link to a free digital copy of my tabletop game Roar of Alliance, a tame of WW2 tank action.
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kchro3 · 2 years ago
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i'm new here and my feed is stale. what do
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melxxxn · 2 years ago
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Pet App Research Survey
Hello!
I'm working on a case study for my UI/UX portfolio and I would like some help with my user research. I'm new to writing case studies so I don't know what professionals do in this case so I'm just asking for help here haha 🥹
This time I'm working on a case study for a pet app that lets pet owners track "everything" about their pets. Age, gender, occupation, and location are essential critical factors in collecting data since they will help with the app's demographic, so if you're okay with sharing that, it would be a great help!
Click here for the survey!
Thank you so much for your interest!
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gaussmultimedia · 2 years ago
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Curso de Especialista en UX-UI 2019-20. Proyecto Final de Adrián García Hurtado: estudio y diseño de app para Truvé.
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adelllseo · 19 hours ago
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User eexperience
https://basedx.net/blogs/the-importance-of-user-experience-design-in-today-s-digital-landscape
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highnesssss142 · 19 hours ago
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User eexperience
https://basedx.net/blogs/the-importance-of-user-experience-design-in-today-s-digital-landscape
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alezusers · 4 months ago
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Usernames with the word "Blue" (blue users)
@/blueyarns
@/bluebipp
@/bebeblueeee
@/cursedblu
@/bluejunkoo
@/blusou
@/blublueblus
@/bluefloewrs
@/bluejreans
@/bluecorned
@/soybluuue
@/bluetifulsouls
@/bluenaives
@/oldblue
@/the70sblue
@/bluescoquette
Please like and reblog if you use them or let me know if you save any of them (:
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fahmtechnology · 2 days ago
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UX Design & Research | Expert User Research Methods
Enhance your digital experience with Fahm Technology's UX design and research services. Our UX researchers apply proven methods for deeper user insights and better results.
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innerview-insights · 2 months ago
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Fastest way to build products people love.
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sm-techved · 3 months ago
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cardfate · 3 months ago
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Case Study : Redesigning Kingdom Hearts for Mobile Gamers
Context
Video games should be a universal experience, but increasingly, older gamers find themselves isolated from it due to games' lack of accessibility.
Kingdom Hearts is an action role-playing game developed by Square Enix and released on the PlayStation 2 in 2002. The game features an action-oriented battle system, a role-playing leveling system, and a few smaller mini-game sections between worlds. For the redesign, the plot will not be affected by any changes. However, it would be made more for users to play on the go for a quick burst or while sitting and relaxing at home for a longer more, “system-like” play.
Objective
Redesign the UI of a nonmobile game, Kingdom Hearts, into a mobile gaming experience accessible to elders.
Implementation
Menus
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| Pause Menu
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| Redesigned Pause Menu
Menus would be streamlined in the gaming process so that the elder player can spend more playtime in-game rather than in menus. Many of the previous menu options are now automatically added to the player (upgrades and abilities) or are not needed anymore (status and customize).
Exploration
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| Kingdom Hearts: Chain of Memories Isometric Camera
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| Redesign UI camera and main UI
Originally, Kingdom Hearts used a 3rd Person camera that is known to be very floaty, difficult to control, and overall unresponsive. For the redesign, the camera would be isometric and follow the character as it moves. For an older player, I wouldn’t want them to have to think about the camera in any way or move it. This type of camera was only used one other time in the series for the title Kingdom Hearts: Chain of Memories for the Gameboy.
The player character, Sora, has a glowing green dot under him for visual contrast and so he is more noticeable to elder players especially if other characters or enemies are on screen. Enemies in the game have a red spot under them and they stand in one spot, unmoving, unlike the original game.
Within exploring the game world, there would be a color system for doors. If a door leads to another accessible area it would glow: Red for boss areas and gold for normal areas. This change was because the original game has a lot of painted on doors for textures and I wanted the player to be clear on where they can go.
A mini-map would be added to the game, to assist navigation. Though the first game lacks one, this was later corrected in newer entries. Some areas of Kingdom Hearts are known to be hard to navigate and I believe this quality-of-life change will help a lot with navigation. On the mini map, doors are marked either gold or red just like in the overworld. The player is also marked with a green dot. The mini-map will also be stagnant and not move.
World Map and Gummi Ship Minigame
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| World Map
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| Gummi Ship Mini Game
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| Redesigned world map
For these two sections, there are no major changes because they are already simple and straightforward.
For the world map, I only changed the way the battle level is displayed, I used numbers out of 10 instead of the star system because I believe it’s easier to understand. The only change I would give gummi sections is making them shorter, making the HP and MP bars like the new battle ones (introduced below), and giving the ship automatic upgrades instead of having to build and add them yourself because, in the original game, this system is confusing and unfun.
Battle System, Magic, and Item Change
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| Standard battles in Kingdom Hearts
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| Redesigned Battles (showing Health Points)
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| Redesigned Battle (showing Magic Points)
To make Kingdom Hearts more accessible and easier on a mobile format, I decided to change from an action battle system to a turn-based battle system. Action games require quick reflexes and timing, two things that decrease as a person ages, however; for a turn-based game, the player will not have to worry about reaction times or reflexes, they may take as long as they like to go through battles. The camera during this section would not change, only the characters would move.
Health Points (HP) and Magic Points (MP) would be displayed differently. Instead of the radial style used in the original, I opted for using bars for a simpler look. HP will display directly under the player character in most menus, only when clicking the "Magic" menu will the bar change to show the player's MP. This change is to help with managing the different point systems so the battle UI is not cluttered. Number percentages would be added to both bars to help with understanding the number of points left. For enemies, the HP bar will always be shown under the enemy and will not need to be unlocked like in the original game. Under the enemy that’s being targeted, a blue circle will be shown.  For each battle, HP and MP will replenish back to 100% for the player.
To adapt to a mobile format,  made changes to the command menu that Kingdom Hearts uses for battles. Instead of having to scroll through and select, the player can simply tap the button for attacking, blocking, magic and items. Within this I also made a change to items used in battles, only three would be available to players: Potion (for healing HP), Ether (for healing MP), and Antidote for status effects. All status effects would be able to heal with Antidote instead of having different items for statues, this makes item management much simpler for an elderly player.
The magic system now lists all the magic available and automatically upgrades to the stronger version of the spell instead of having to equip it, taking away the need to prep outside of battles and streamlines the playing experience.
The party system would work similarly to other games with the party member characters attacking/healing/blocking on their own however I would like the party members to be programed to heal the player character’s health or magic more often than themselves so that it’s less that an elderly player would have to worry about, and they can focus on attacking the enemies.
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| Redesigned Item Menu
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