Research Methods for App Design
When designing an app, understanding users deeply is more important than simply validating designer's own assumptions. Mr. Sylvain shared some practical approach to conducting user research that helps uncover real needs and motivations, not just confirm what we think users want.
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1. Start with Qualitative Research: Live Interviews- Begin with around
5 live interviews, each no more than 15 minutes -> collect qualitative data and uncover users’ real problems
- Record audio and use
AI transcription tools to save time, check yourself as well to ensure accuracy.
- Focus on understanding UX, pain points and motivations.
- Avoid asking about features directly, designer's goal is to identify problems, not have users design the solution for you.
*Tip:Ask users to share their best experiences first, then move on to their worst. This "
min-max method" helps people open up naturally, as they tend to elaborate more when discussing negative experiences.
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2. Online Surveys for Supplementary Insights
- Next, distribute 10–20 online surveys (just for this project) to collect supporting data and perspectives.
- Use surveys to ask questions that people might not be comfortable answering in live interviews, such as rating experiences or prioritising needs.
- However, avoid oversimplified or biased questions like “Do you need a tracker?”, users will likely just say “yes.”
Instead, design questions that help you:
Understand how users actually behave.
Learn what matters most to them.
Identify how widespread certain problems are.
Remember: Surveys are not for validation. They’re for discovery.
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3. Organise Insights Visually with an Affinity Map
- After collecting interview and survey data, use tools like Miro / FigJam / Trello to build an Affinity Map.
Write down observations and quotes using the users’ own language, such as “I’m a bit OCD about organising things” or “I love seeing my progress.”
Group similar thoughts together to reveal common themes or hidden motivations.
Can also include your designer’s reflections (just make sure they’re clearly differentiated from user insights).
- This process helps you see patterns that might not be obvious in raw data.
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4. Create Personas to Humanise Your Research
- Based on your findings, develop around 3 personas that represent different user types.
Each persona should reflect:
Key motivations and frustrations.
Common behaviors or attitudes.
Specific goals related to your app’s context.
- Personas turn data into something you can empathise with and group issues
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5. Keep Asking “Why?”, Dig Deeper!!
During interviews, don’t stop at surface-level answers. Keep asking "Why?" (up to five times if your participants are comfortable)
This technique helps to uncover the root motivations behind users’ behavior, not just what they say on the surface.
For instance, if someone says, "I use reminders because I forget things easily," asking "why" again might reveal a deeper reason like "I get anxious when I lose track of my tasks."
That emotional layer is where meaningful design opportunities comes.
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6. Avoid Leading Questions
Always keep questions neutral. Don’t guide users toward a particular answer or idea.
Instead of "Would it help if you had a progress tracker?", try "How do you usually keep track of your progress?"
Your role as a designer is to listen, interpret and decide what kind of solution fit, not to let users design it for you.
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Final Goal
The main goal of interviewing and surveying is to understand problems, not to ask for solutions or confirm assumptions. Once you clearly understand your users’ real needs and motivations, you can confidently design features that truly matter.
Affinity Mapping
- A tool to reveal patterns and insights from a large set of qualitative data.
- Break down long responses or passages into single, focused ideas per note for easier analysis
- 1 idea per note, 1 colour per user
Guide when grouping notes;
5+ notes → It’s getting broad, try splitting into smaller, more specific clusters.
3 – 4 notes → Just nice. A clear theme that recurs across users.
2 notes → A small signal. Might be something worth watching in the next round of interviews.
1 note → An outlier. It could be a hidden gold nugget or just noise, look closer to decide.
0 notes → If something feels missing, ask more about it in the next interview.
User Personas
- Name
- AI-generated face (realistic human face only; match ethnicity, e.g., Malay user → Malay face)
- Brief need statement (e.g. "I’m looking for a site that simplifies planning my business trips.")
- Personality keywords
- Bio
- Favourite brands
- Goals
- Frustrations
- Motivations
- Social Anchors
- Relevant anchors
Figure 1.7 User persona example template
*Notes: Consider Mastery and Frequency when defining personas.
Types of Personas
1. Main Persona
- Primary target user, the main focus of design. Their goals and needs drive most decisions.
- Example: The busy working mother who needs a quick and reliable meal-planning app.
2. Secondary Persona
- Important but less central users, their needs are considered without overriding the main persona’s experience.
- Example: The father who occasionally uses the same meal-planning app when helping with groceries.
3. Tertiary Persona
- Peripheral or indirect users, interact occasionally or are affected by the product indirectly.
- Example: The children who eat the meals planned using the app.
In groups, we created a user persona for a delivery app. It helps us better understand how user persona shows who our users are and what they really need.
Figure 1.8 Class group activity: Creating user persona
Week 7
How User Personas Influence Product Decisions
- Provide clear picture of user preferences, behaviors and pain points, guiding design decisions.
- Identifying and addressing pain points early can prevent usability issues after launch.
- Users have diverse needs, personas help prioritise which problems are most worth solving.
User Journey Map
Figure 1.9 User Journey Map
- Clarifies exact interactions and screen transitions
- Keep everyone in the team (e.g. designers / developers / stakeholders) aligned
- Proactive issue detection, exposes confusing or redundant steps early
- Refine user experience
- Provides a clear reference for testing real user behavior
Figure 1.10 User Flowchart
Site Map
- Visual map of website structure
- Shows page hierarchy + navigation flow
- Made before wireframes/prototypes
- Ensures logical content organization
- Guides UI design (menus, layout)
- Helps developers plan page routes
Figure 1.11 Site Map
Figure 1.12 Class Activity (User Flow Chart)
Week 9
Wireframes & Sketches
- Don't think too much when sketching
- Do lots of sketches quickly, force yourself to!
- Large amount of sketches forces designer to think more and have more options to choose from
Figure 1.13 Class Activity (Sketches)
Figure 1.14 Class Activity (Crazy 8 Ideas sketches for app's homepage)
Flow
Figure 1.15 Flow
Actions
Figure 1.16 Actions
Branching
- Sketches shown to clients has to be comprehensible and easy to skim through
Mr. Sylvain's Useful Tips As UI/UX Designer
1. Start building your own reference archive (e.g. Pinterest) It helps you notice what you’re drawn to and what styles or features you keep coming back to.
2. When exploring ideas, mix and match from 10 or more references. Pulling from just one becomes copying, but combining many lets you figure out what actually fits your client.
3. Take time to organise and label your wireframes. It makes the handoff easier for developers and easier for clients to read (Clients VALUE designers who make their lives simpler!)
4. In pitches, it’s important to highlight current trends, since app updates evolve fast and products that fall behind usually don’t last long.
Useful websites for UI/UX: pinterest.com
mobbin.com
Producthunt
Dribbble
Behance
1. Web Nav
- Global, Local, Contextual, Faceted, Supplemental
Figure 1.19 Class Activity (Web Nav)
2. Navigation Best Practices
When using an app, users have to know where they are, how they can go and what will happen after tapping. UI design has to be intuitive.
UI/UX Choice and Decisions
1. Anchoring
Designers / marketers guide user decision through anchoring.
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