Insights Industry News

January 25, 2018

Every Researcher Should be a UX Expert: 6 Tips for Re-thinking Digital Research Experiences

Adoption of user experience & accessibility for higher engagement.

Every Researcher Should be a UX Expert: 6 Tips for Re-thinking Digital Research Experiences
Betty Adamou

by Betty Adamou

CEO & Founder at Research Through Gaming

0

Editor’s Note: This post is part of our Big Ideas series, a column highlighting the innovative thinking and thought leadership at IIEX events around the world.

At this time in Market Research, we have just a handful of people who are consciously looking at participant User Experience and accessibility but this is by far not enough.

Everyone involved in market research should be a user experience expert.

In my world of designing games, I meet user experience experts often; they come in the form of consultants, or it’s an integral part of their role (perhaps as a game designer, a gamification strategist, or an app designer). Either way, these people combine two fields of knowledge to create what I’m calling the ‘venn diagram of user engagement’ because on the one side, these experts bring their vast knowledge and experience in their field and combine that with their knowledge of best user experience and accessibility practices, to produce the highest possible user engagement.

So why isn’t this on the radar in Market Research? Why isn’t this already part of the discussion, or indeed, a subject we hear about at our industry conferences?

Because historically, user experience and accessibility practices have been in the ‘creative’ domain; designing games, designing apps, designing websites, designing any kind of digital experience really. But researchers must realise we are providing digital experiences; we are providing research experiences. And how we provide such experiences is (at least in the UK) a government requirement.

For about a decade (the guidelines have been updated recently) what are called Web Content Accessibility Guidelines (or WCAG) have been available. Developed by authors from Google, three universities and W3C, these guidelines are based on four design principles:

  • Perceivable – allowing people to use your content with the senses that are available to them – in ways they can perceive.
  • Operable – make sure users can find and use your content, regardless of how they choose to access it (for example, using a keyboard or voice commands).

 

  • Understandable – making sure people can understand your content and how the service works.
  • Robust – making sure your content can be interpreted reliably by a wide variety of user agents – including reasonably outdated, current and anticipated browsers and assistive technologies.

 

If we researchers did not know about these principles before, we have to know and adhere to these now more than ever.

With the adoption of new software and hardware in research, not only do we have to build ethical practices for these (consider that as yet, we do not have any ethical guidelines for the use of VR as a research instrument) but must build user experience and accessibility practices which are sympathetic to the technology we use, and adhere to WCAG.

A small example: in the UK, 1 in 12 males are colour-blind. How colour-blind people experience, for example, your research stimulus – be it the video content or even just accessing your company website, could be an easy experience or a frustrating experience, depending on the design and colour palette used.

So what can you do?

  1. Realise not everyone is like you: some participants may have full or partial hearing and/or vision loss, may be colour blind, or have another condition which means they may require additional digital support.
  2. What does that digital support look like: My father was deaf in one ear and blind in one eye, and things like hearing aids and vision-loss friendly signage in particular stores clearly made things easier. But what does that kind of real-world support look like in the digital space in your research?
  3. Read and adhere to the WCAG: Check out what your digital research content already adheres to, and what could be improved. Set milestones for these improvements internally.
  4. Participant feedback: Give participants opportunities to leave feedback about your study – not just about the content but the accessibility and design. They may have insight that can help you improve the research experience for many more people.
  5. Knowledge for hire: If you’re unsure where to start regarding user experience and accessibility, work with an expert. The people over at UX Live, a conference focused on user experience, can help you out (or message me for recommendations).
  6.  Champions: You might wonder who should champion the application of WCAG for say, Virtual Reality, or Augmented Reality, or Game-based methods? (or whatever digital content your company uses for research) It can be anyone in your company. It can be you. It doesn’t matter, as long as those guidelines are checked and the ball is rolling to help all of our participants enjoy the digital research space.

 

More links:

Colour Blind Awareness recommend this site: http://www.vischeck.com/ to check your own photos etc. and convert them to colour-blind vision, while Daltonise corrects the image: http://www.vischeck.com/daltonize/ .

0

big ideas seriesrespondent engagement user experience

Disclaimer

The views, opinions, data, and methodologies expressed above are those of the contributor(s) and do not necessarily reflect or represent the official policies, positions, or beliefs of Greenbook.

Comments

Comments are moderated to ensure respect towards the author and to prevent spam or self-promotion. Your comment may be edited, rejected, or approved based on these criteria. By commenting, you accept these terms and take responsibility for your contributions.

More from Betty Adamou

The Future of Research Through Gaming

Research Technology (ResTech)

The Future of Research Through Gaming

The concept of “Research Through Gaming” (or RTG) is a popular one. There are skeptics, but it holds great promise.

Betty Adamou

Betty Adamou

CEO & Founder at Research Through Gaming

ARTICLES

Moving Away from a Narcissistic Market Research Model

Research Methodologies

Moving Away from a Narcissistic Market Research Model

Why are we still measuring brand loyalty? It isn’t something that naturally comes up with consumers, who rarely think about brand first, if at all. Ma...

Devora Rogers

Devora Rogers

Chief Strategy Officer at Alter Agents

The Stepping Stones of Innovation: Navigating Failure and Empathy with Carol Fitzgerald
Natalie Pusch

Natalie Pusch

Senior Content Producer at Greenbook

Sign Up for
Updates

Get content that matters, written by top insights industry experts, delivered right to your inbox.

67k+ subscribers

Weekly Newsletter

Greenbook Podcast

Webinars

Event Updates

I agree to receive emails with insights-related content from Greenbook. I understand that I can manage my email preferences or unsubscribe at any time and that Greenbook protects my privacy under the General Data Protection Regulation.*