The stage of research involves the transfer of available knowledge to all members of the team. During this stage, we analyse any corresponding reference materials such as the competitive analysis, market research and the related metrics now. The analysis of these background materials can point some initial direction. Then it is possible to dive more deeply, conducting questionnaires and reviews. These methods provide means to take some available knowledge that could not have been shared originally.
The questionnaire helps aggregate relevant information, documents and conversations in the unified format. Using the interactive tool of overview the team puts many thoughtful questions to the clients to extend specific features of their vision of the software. This understanding directs the project decision-making in the future. Our questions also range from more obvious to more creative:
- Describe a problem the software solve.
- What is the one thing we should understand to create this product worth using?
- In comparison with a car brand, what would be the project and why?
- When people use the software, how they should feel?
- What do you want them to know?
These questions intend to encourage the creators of our agency to think of the purpose and value of the app, and also to visualise the brand and the way the users should feel, utilising the software.
Buyer Legends go to the deeper level than the typical user, collecting the ideas of how your product can interact best with the target audience to achieve the objectives. Availability of general understanding of how the audience thinks will help to determine problems and to design their solution before they actually become problems.
The part of ideation consists of the creation of the new ideas, in detail stopping on them, and trying to create a way forward with the ideas which bubble to the top. We use brainstorming to dig out as much as possible ideas and to organise them in the working plan.
The purpose of brainstorming consists in generating as many ideas as possible and writing them down. You can begin to carry out brainstorming, having identified the only question about focus. We do it personally, gathering all members of the team together to collect the ideas.
To receive all possible from the brainstorm, try to hold sessions in silence, having kept negotiations for later. It allows all to dump their ideas and to hear their speech.
It is better to reduce all ideas than to spend time in vain, making sure that each concept is absolutely unique.
The last stage of the discovery process is dedicated to scratching out, and researching of the concepts on the basis of functions appeared at stages of ideation and research. Our developers then hold testing sessions of a concept to execute sketches by members of the team to receive the feedback.
Moving ahead through research, the ideation and parts of assessment are crucial for the success of the product. This process enables the developers to identify the real value for the users. It will also conduct us through the establishment of the feature set that will match the main goals. Made correctly, the process of discovery will help to avoid expensive oversights when moving to development.
The purpose of concept testing consists in showing, in general, what functions the system would provide to make sense or whether it satisfy needs of target audience. Testing of a concept looks at three various aspects of the sketch: first impressions, navigation expectations and satisfaction.
Testing of the first impressions helps to define what users are constraining in those five-second views and if the UI works as it should.
Then the agency’s experts go further to the discussion of the concept navigation. Our experts prefer to have the sketch visible to the participants to simplify the conversation. We prefer to keep this part of process internal as it is hard for external participants who have no specific knowledge of the software to give the type of response we need. As soon as we have more concrete direction, we concentrate checking high-frequency visual design with out-of-team participants.