ux-researcher-designer
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ChineseUX Researcher & Designer
UX研究员与设计师
Overview
概述
Apply systematic UX research and design methods to understand users, validate assumptions, and create evidence-based designs. This skill covers the full research-to-design pipeline: discovery research, persona creation, journey mapping, information architecture, usability testing, and heuristic evaluation.
运用系统化的UX研究与设计方法了解用户、验证假设,产出基于实证的设计方案。本技能覆盖从研究到设计的全流程:探索性研究、persona创建、旅程地图绘制、信息架构设计、可用性测试以及启发式评估。
Phase 1: Discovery Research
第一阶段:探索性研究
- Define research objectives and questions
- Select appropriate research methods
- Recruit participants (5-8 per segment for qualitative)
- Conduct research sessions
- Synthesize findings using affinity mapping
STOP — Present research plan with objectives and methods for user approval.
- 明确研究目标与问题
- 选择合适的研究方法
- 招募参与者(定性研究每个用户分层5-8人)
- 开展研究访谈/测试
- 使用亲和图法整理研究发现
暂停 — 先向用户展示包含目标与方法的研究计划,待确认后再推进。
Research Method Selection Decision Table
研究方法选择决策表
Generative (Discovery) Methods
生成式(探索性)研究方法
| Method | When to Use | Participants | Duration | Cost |
|---|---|---|---|---|
| User Interviews | Understanding motivations, behaviors, pain points | 5-8 per segment | 45-60 min each | Medium |
| Contextual Inquiry | Observing users in their natural environment | 4-6 | 1-2 hours each | High |
| Diary Studies | Longitudinal behavior patterns | 10-15 | 1-4 weeks | Medium |
| Surveys | Quantitative validation of qualitative findings | 100+ | 5-10 min | Low |
| Focus Groups | Exploring attitudes and preferences | 6-10 per group | 60-90 min | Medium |
| 方法 | 适用场景 | 参与者数量 | 耗时 | 成本 |
|---|---|---|---|---|
| 用户访谈 | 了解用户动机、行为、痛点 | 每个分层5-8人 | 每人45-60分钟 | 中等 |
| 上下文访谈 | 在用户的真实使用环境中观察行为 | 4-6人 | 每人1-2小时 | 高 |
| 日记研究 | 追踪长期行为模式 | 10-15人 | 1-4周 | 中等 |
| 问卷调研 | 对定性研究结论做定量验证 | 100人以上 | 5-10分钟 | 低 |
| 焦点小组 | 探索用户态度与偏好 | 每组6-10人 | 每组60-90分钟 | 中等 |
Evaluative Methods
评估式研究方法
| Method | When to Use | Participants | Duration | Cost |
|---|---|---|---|---|
| Usability Testing | Validating designs against tasks | 5-8 | 30-60 min each | Medium |
| A/B Testing | Comparing two design variants | 1000+ per variant | 1-4 weeks | Low |
| Card Sorting | Organizing information architecture | 15-30 | 20-30 min | Low |
| Tree Testing | Validating navigation structure | 50+ | 10-15 min | Low |
| First Click Testing | Evaluating initial user instincts | 30+ | 5-10 min | Low |
| Heuristic Evaluation | Expert review without users | 3-5 evaluators | 1-2 hours | Low |
| 方法 | 适用场景 | 参与者数量 | 耗时 | 成本 |
|---|---|---|---|---|
| 可用性测试 | 验证设计是否能支持用户完成任务 | 5-8人 | 每人30-60分钟 | 中等 |
| A/B测试 | 对比两个设计版本的表现 | 每个版本1000人以上 | 1-4周 | 低 |
| 卡片分类 | 梳理信息架构逻辑 | 15-30人 | 每人20-30分钟 | 低 |
| 树测试 | 验证导航结构合理性 | 50人以上 | 每人10-15分钟 | 低 |
| 首次点击测试 | 评估用户初始操作直觉 | 30人以上 | 每人5-10分钟 | 低 |
| 启发式评估 | 无需用户参与的专家评审 | 3-5名评估者 | 1-2小时 | 低 |
Method Selection Decision Table
方法选择决策表
| Situation | Recommended Method | Why |
|---|---|---|
| No idea who users are | Interviews + contextual inquiry | Deep understanding needed |
| Have assumptions to validate | Surveys + usability testing | Quantitative confirmation |
| Redesigning navigation | Card sorting + tree testing | Structure-focused |
| Evaluating existing product | Heuristic evaluation + usability test | Find problems fast |
| Comparing two designs | A/B testing | Statistical comparison |
| Limited budget/time | Heuristic evaluation | No participants needed |
| Long-term behavior understanding | Diary study | Captures patterns over time |
| 场景 | 推荐方法 | 原因 |
|---|---|---|
| 完全不了解目标用户 | 用户访谈+上下文访谈 | 需要深度认知用户 |
| 有假设需要验证 | 问卷调研+可用性测试 | 可获得定量验证结论 |
| 重构导航设计 | 卡片分类+树测试 | 聚焦信息结构优化 |
| 评估现有产品问题 | 启发式评估+可用性测试 | 可快速定位问题 |
| 对比两个设计方案 | A/B测试 | 可获得统计层面的对比结论 |
| 预算/时间有限 | 启发式评估 | 无需招募用户 |
| 了解长期行为特征 | 日记研究 | 可捕捉长时间维度的行为模式 |
Interview Guide Template
访谈指南模板
1. Introduction (5 min)
- Thank participant, explain purpose
- Get consent for recording
- "There are no wrong answers"
2. Warm-up (5 min)
- Background questions about role/context
- Current tools and workflows
3. Core Questions (30 min)
- Open-ended questions about behaviors
- Follow-up probes: "Tell me more about..."
- Critical incident: "Describe a time when..."
- Avoid leading questions
4. Wrap-up (5 min)
- "Is there anything I didn't ask that you think is important?"
- Thank and explain next steps1. Introduction (5 min)
- Thank participant, explain purpose
- Get consent for recording
- "There are no wrong answers"
2. Warm-up (5 min)
- Background questions about role/context
- Current tools and workflows
3. Core Questions (30 min)
- Open-ended questions about behaviors
- Follow-up probes: "Tell me more about..."
- Critical incident: "Describe a time when..."
- Avoid leading questions
4. Wrap-up (5 min)
- "Is there anything I didn't ask that you think is important?"
- Thank and explain next stepsPhase 2: Analysis and Modeling
第二阶段:分析与建模
- Create user personas from research data
- Map user journey for key scenarios
- Define information architecture
- Identify pain points and opportunities
- Prioritize using impact/effort matrix
STOP — Present personas and journey map for review before design validation.
- 基于研究数据创建用户persona
- 绘制核心场景的用户旅程地图
- 定义信息架构
- 识别痛点与优化机会
- 使用影响/ effort矩阵排序优先级
暂停 — 先向用户展示persona与旅程地图,待评审通过后再进入设计验证环节。
Persona Template
Persona模板
markdown
undefinedmarkdown
undefined[Persona Name]
[Persona Name]
Demographics
Demographics
- Age: [range]
- Occupation: [role]
- Technical proficiency: [low/medium/high]
- Usage frequency: [daily/weekly/monthly]
- Age: [range]
- Occupation: [role]
- Technical proficiency: [low/medium/high]
- Usage frequency: [daily/weekly/monthly]
Goals
Goals
- Primary goal: [what they are trying to achieve]
- Secondary goal: [supporting objective]
- Tertiary goal: [nice-to-have]
- Primary goal: [what they are trying to achieve]
- Secondary goal: [supporting objective]
- Tertiary goal: [nice-to-have]
Pain Points
Pain Points
- [Frustration with current process]
- [Unmet need]
- [Workaround they have created]
- [Frustration with current process]
- [Unmet need]
- [Workaround they have created]
Behaviors
Behaviors
- [How they currently solve the problem]
- [Tools and methods they use]
- [Decision-making patterns]
- [How they currently solve the problem]
- [Tools and methods they use]
- [Decision-making patterns]
Quotes (from research)
Quotes (from research)
- "[Verbatim quote that captures their perspective]"
- "[Another representative quote]"
- "[Verbatim quote that captures their perspective]"
- "[Another representative quote]"
Scenario
Scenario
[A paragraph describing a typical day/task where they would use the product]
undefined[A paragraph describing a typical day/task where they would use the product]
undefinedPersona Quality Decision Table
Persona质量校验表
| Check | Pass | Fail |
|---|---|---|
| Based on real research data | Quotes and behaviors from interviews | Invented or assumed behaviors |
| Actionable for design | Specific goals and pain points | Vague "wants to be productive" |
| Distinct from other personas | Different goals, behaviors, constraints | Overlapping with another persona |
| Number of personas | 2-4 primary | More than 5 (too many to design for) |
| 校验项 | 合格标准 | 不合格表现 |
|---|---|---|
| 是否基于真实研究数据 | 包含访谈中获得的用户原话与行为描述 | 虚构或假设的用户行为 |
| 是否对设计有指导意义 | 有明确的目标与痛点 | 模糊的描述如「想要提升效率」 |
| 是否与其他persona有区分度 | 目标、行为、约束均有差异 | 与其他persona特征重叠 |
| persona数量 | 2-4个核心persona | 超过5个(无法同时适配所有角色) |
Journey Map Structure
旅程地图结构
Stages: Awareness -> Consideration -> Onboarding -> Usage -> Advocacy
| | | | |
Actions: [What they do at each stage]
| | | | |
Thoughts: [What they are thinking]
| | | | |
Emotions: [Frustration/neutral/delight mapped to each stage]
| | | | |
Pain Points: [Friction and frustration points]
| | | | |
Opportunities: [Design opportunities to improve]
| | | | |
Touchpoints: [Channels and interfaces involved]Stages: Awareness -> Consideration -> Onboarding -> Usage -> Advocacy
| | | | |
Actions: [What they do at each stage]
| | | | |
Thoughts: [What they are thinking]
| | | | |
Emotions: [Frustration/neutral/delight mapped to each stage]
| | | | |
Pain Points: [Friction and frustration points]
| | | | |
Opportunities: [Design opportunities to improve]
| | | | |
Touchpoints: [Channels and interfaces involved]Journey Map Elements
旅程地图核心元素
- Moments of Truth: Critical points where users form lasting impressions
- Service Blueprints: Front-stage actions mapped to back-stage processes
- Emotion Curve: Visual line showing emotional highs and lows
- Gap Analysis: Difference between current and desired experience
- 关键时刻:用户形成持久印象的关键节点
- 服务蓝图:前台用户行为与后台支撑流程的对应关系
- 情绪曲线:展示用户情绪高低变化的可视化曲线
- 差距分析:当前体验与期望体验的差异
Heuristic Evaluation (Nielsen's 10)
启发式评估(尼尔森十大可用性原则)
| # | Heuristic | What to Look For |
|---|---|---|
| 1 | Visibility of system status | Loading indicators, progress bars, save confirmations |
| 2 | Match with real world | Natural language, familiar metaphors, logical order |
| 3 | User control and freedom | Undo, cancel, back, escape hatches |
| 4 | Consistency and standards | Same action = same result, platform conventions |
| 5 | Error prevention | Confirmation dialogs, constraints, smart defaults |
| 6 | Recognition over recall | Visible options, contextual help, recent history |
| 7 | Flexibility and efficiency | Shortcuts, customization, bulk actions |
| 8 | Aesthetic and minimalist design | No unnecessary information, clear hierarchy |
| 9 | Help users with errors | Plain language errors, specific cause, suggest fix |
| 10 | Help and documentation | Searchable, task-oriented, concise |
| 序号 | 可用性原则 | 检查要点 |
|---|---|---|
| 1 | 系统状态可见性 | 加载指示器、进度条、保存成功提示 |
| 2 | 贴合真实世界场景 | 自然语言、用户熟悉的隐喻、符合逻辑的顺序 |
| 3 | 用户控制权与自由度 | 撤销、取消、返回、退出路径 |
| 4 | 一致性与标准化 | 相同操作产生相同结果、符合平台规范 |
| 5 | 错误预防 | 确认弹窗、操作约束、智能默认值 |
| 6 | 识别优于回忆 | 可见的操作选项、上下文帮助、最近操作历史 |
| 7 | 灵活性与效率 | 快捷键、自定义设置、批量操作 |
| 8 | 简约美学设计 | 无冗余信息、清晰的信息层级 |
| 9 | 帮助用户识别与解决错误 | 通俗易懂的错误提示、明确的错误原因、修复建议 |
| 10 | 帮助与文档 | 可搜索、面向任务、简洁明了 |
Severity Rating Scale
严重程度评分标准
| Rating | Description | Action |
|---|---|---|
| 0 | Not a usability problem | No action |
| 1 | Cosmetic only | Fix if time allows |
| 2 | Minor problem | Low priority fix |
| 3 | Major problem | High priority, fix before launch |
| 4 | Usability catastrophe | Must fix immediately |
| 评分 | 描述 | 处理建议 |
|---|---|---|
| 0 | 不是可用性问题 | 无需处理 |
| 1 | 仅视觉层面问题 | 时间允许的情况下修复 |
| 2 | 次要问题 | 低优先级修复 |
| 3 | 主要问题 | 高优先级,上线前必须修复 |
| 4 | 可用性灾难 | 必须立即修复 |
Phase 3: Design Validation
第三阶段:设计验证
- Create testable prototypes (low or high fidelity)
- Plan usability testing sessions
- Conduct tests with 5+ participants
- Analyze results and iterate
- Document findings and recommendations
STOP — Present usability test results and recommendations for review.
- 创建可测试的原型(低/高保真均可)
- 规划可用性测试流程
- 邀请5名以上用户参与测试
- 分析结果并迭代设计
- 整理发现与优化建议
暂停 — 先向用户展示可用性测试结果与优化建议,待评审通过后再推进。
Prototype Fidelity Decision Table
原型保真度选择决策表
| Situation | Fidelity | Tool | Why |
|---|---|---|---|
| Early concept validation | Low (paper/wireframe) | Balsamiq, paper | Fast iteration, low commitment |
| Navigation testing | Medium (clickable) | Figma prototype | Test flow without visual polish |
| Visual design validation | High (pixel-perfect) | Figma, coded prototype | Test actual look and feel |
| Interaction validation | High (coded) | HTML/CSS/JS prototype | Test real interactions |
| 场景 | 保真度 | 工具 | 原因 |
|---|---|---|---|
| 早期概念验证 | 低(手绘/线框图) | Balsamiq、手绘 | 迭代速度快、成本低 |
| 导航流程测试 | 中(可点击) | Figma原型 | 无需视觉设计即可测试流程 |
| 视觉设计验证 | 高(像素级还原) | Figma、可编码原型 | 测试真实视觉表现 |
| 交互效果验证 | 高(可编码) | HTML/CSS/JS原型 | 测试真实交互体验 |
A/B Testing Methodology
A/B测试方法规范
| Step | Details |
|---|---|
| Hypothesis | "Changing [X] will [improve/decrease] [metric] because [reason]" |
| Sample size | Power analysis (95% confidence, 80% power) |
| Duration | Minimum 2 full business cycles (2+ weeks) |
| Variable control | Test one change at a time |
| Analysis | Statistical significance (p < 0.05) |
| 步骤 | 细节要求 |
|---|---|
| 假设 | 「调整[X]将[提升/降低][指标],因为[原因]」 |
| 样本量 | 功效分析(95%置信度、80%统计功效) |
| 测试时长 | 至少覆盖2个完整业务周期(2周以上) |
| 变量控制 | 每次仅测试一个变量 |
| 分析要求 | 统计显著性(p < 0.05) |
Common UX Metrics
常见UX指标
| Metric | What It Measures | Benchmark |
|---|---|---|
| Task success rate | % completing target task | > 78% (acceptable) |
| Time on task | Duration to complete action | Varies by task |
| Error rate | Mistakes per task | < 10% |
| System Usability Scale (SUS) | Overall usability score | 68 = average |
| Net Promoter Score (NPS) | Likelihood to recommend | > 0 = good, > 50 = excellent |
| Customer Effort Score (CES) | Ease of experience | > 5/7 |
| 指标 | 衡量维度 | 基准值 |
|---|---|---|
| 任务成功率 | 完成目标任务的用户占比 | >78%(合格) |
| 任务耗时 | 完成操作的时长 | 不同任务有不同基准 |
| 错误率 | 单次任务中的操作错误次数 | <10% |
| 系统可用性量表(SUS) | 整体可用性评分 | 68为平均水平 |
| 净推荐值(NPS) | 用户推荐意愿 | >0为良好,>50为优秀 |
| 客户努力度评分(CES) | 体验流畅度 | >5/7 |
Information Architecture
信息架构
Card Sort Analysis Decision Table
卡片分类分析决策表
| Sort Type | When to Use | Analysis Method |
|---|---|---|
| Open sort | Discovery — users create categories | Similarity matrix, dendrogram |
| Closed sort | Validation — sort into predefined categories | Category agreement percentage |
| Hybrid sort | Both — predefined with ability to add new | Combined analysis |
| 分类类型 | 适用场景 | 分析方法 |
|---|---|---|
| 开放式分类 | 探索阶段:由用户自主创建分类 | 相似矩阵、树状图 |
| 封闭式分类 | 验证阶段:将内容归入预设分类 | 分类匹配度百分比 |
| 混合式分类 | 兼顾两者:预设分类+允许用户新增分类 | 组合分析 |
Navigation Patterns
导航模式
| Pattern | Use Case |
|---|---|
| Global navigation | Persistent across all pages |
| Local navigation | Within a section |
| Contextual navigation | Related content links |
| Utility navigation | Settings, account, help |
| Breadcrumbs | Location within hierarchy |
| 模式 | 适用场景 |
|---|---|
| 全局导航 | 所有页面常驻显示 |
| 局部导航 | 某个板块内部使用 |
| 上下文导航 | 相关内容链接 |
| 实用工具导航 | 设置、账户、帮助入口 |
| 面包屑导航 | 展示用户在层级结构中的位置 |
Deliverables Checklist
交付物检查清单
- Research plan with objectives and methods
- Participant recruitment screener
- Interview/test script
- Affinity map of findings
- Personas (2-4 primary)
- Journey map for key scenario
- Information architecture diagram
- Usability test report with severity ratings
- Prioritized recommendations with evidence
- 包含目标与方法的研究计划
- 参与者招募筛选问卷
- 访谈/测试脚本
- 研究发现亲和图
- Persona(2-4个核心)
- 核心场景旅程地图
- 信息架构图
- 带严重程度评分的可用性测试报告
- 有实证支撑的优先级优化建议
Anti-Patterns / Common Mistakes
反模式/常见错误
| Anti-Pattern | Why It Is Wrong | What to Do Instead |
|---|---|---|
| Designing without research | Assumptions lead to wrong designs | Start with discovery research |
| Testing with colleagues | Biased, know too much about product | Recruit external participants |
| Asking users what they want | Users cannot predict behavior | Observe what they do instead |
| Confirmation bias | Only seeing what supports beliefs | Use structured analysis, multiple evaluators |
| Too many personas (5+) | Cannot design for everyone | Keep to 2-4 primary personas |
| Skipping synthesis | Raw data is not insights | Always do affinity mapping |
| Underpowered A/B tests | Results are meaningless noise | Calculate sample size before starting |
| Presenting findings without recommendations | Research without action is wasted | Always include prioritized next steps |
| 反模式 | 问题所在 | 正确做法 |
|---|---|---|
| 不做研究直接设计 | 主观假设会导致设计不符合用户需求 | 从探索性研究开始 |
| 找内部同事做测试 | 存在偏见,对产品过于熟悉 | 招募外部真实用户参与测试 |
| 直接问用户想要什么 | 用户无法准确预测自身行为 | 观察用户的实际操作 |
| 确认偏见 | 只关注符合自身预设的结论 | 采用结构化分析方法、多人交叉评估 |
| Persona数量过多(5个以上) | 无法同时适配所有用户需求 | 仅保留2-4个核心persona |
| 跳过信息整合环节 | 原始数据不等于洞察 | 必须完成亲和图整理环节 |
| 样本量不足的A/B测试 | 结果无统计意义,属于随机噪声 | 测试前先计算所需最小样本量 |
| 只展示研究发现不给出建议 | 无法落地的研究没有价值 | 必须同步给出优先级排序的后续行动建议 |
Integration Points
集成关联能力
| Skill | Integration |
|---|---|
| UX guidelines and design patterns |
| Mobile usability testing patterns |
| Research plan is part of the implementation plan |
| User research informs JTBD specifications |
| Personas and journey maps feed into PRDs |
| Evaluate design quality with rubrics |
| 能力 | 集成方式 |
|---|---|
| 参考UX设计规范与模式 |
| 参考移动端可用性测试模式 |
| 研究计划属于项目执行计划的一部分 |
| 用户研究结论为JTBD需求说明提供支撑 |
| Persona与旅程地图是PRD的输入内容 |
| 使用评分标准评估设计质量 |
Skill Type
技能类型
FLEXIBLE — Select and combine research methods based on project constraints (budget, timeline, access to users). Lightweight methods (heuristic evaluation, guerrilla testing) are acceptable when full research is impractical.
灵活适配型 — 可根据项目约束(预算、 timeline、用户触达条件)选择组合研究方法。当无法开展完整研究时,可采用轻量化方法(启发式评估、游击测试)替代。