We describe questions that commonly arise in early-phase user research for new technology products concerning customer needs, priorities, and market definition. We suggest that methods adopted from marketing research, statistics, and game theory may be helpful for user researchers to answer those questions. We show how these methods have been applied to real problems and decisions for a new product line at Microsoft. These methods are especially appropriate for HCI professionals because they require solid experience with experimental research and statistical methodology and complement other user research tools. The methods may be most effective when combined with detailed research on user tasks, goals, and interaction models. When research ...
First-class software engineering is no longer enough for an information system product to gain succe...
Thousands of new products are introduced annually into the marketplace. To be successful, these new ...
This paper describes a case study thal examines how designers use infonnation contained in Human-Com...
Incorporating the `voice of the consumer' in early stages of the new product development process has...
Traditional design theories have focused on technical functions and more or less disregard a product...
This study investigates the choice of consumer research methods in the fuzzy front end (FFE) of the ...
Today, software teams can deploy new software versions to users at an increasing speed – even contin...
Great design increasingly requires great research. Similar to other research methods, the field of i...
This article aims at introducing to a wider circle a complementary research approach in user oriente...
Traditional design theories have focused on technical functions and more or less disregard a product...
One of the major challenges in the emerging interdisciplinary field of human-computer interaction (H...
First-person research (i.e., research that involves data collection and experiences from the researc...
The limited focus on particular research designs, data analysis methods, and research objects freque...
AbstractThe goal of this paper is to analyze the most important Marketing Strategies that can be use...
Game User Research is an emerging field that ties together Human Computer Interaction, Game Developm...
First-class software engineering is no longer enough for an information system product to gain succe...
Thousands of new products are introduced annually into the marketplace. To be successful, these new ...
This paper describes a case study thal examines how designers use infonnation contained in Human-Com...
Incorporating the `voice of the consumer' in early stages of the new product development process has...
Traditional design theories have focused on technical functions and more or less disregard a product...
This study investigates the choice of consumer research methods in the fuzzy front end (FFE) of the ...
Today, software teams can deploy new software versions to users at an increasing speed – even contin...
Great design increasingly requires great research. Similar to other research methods, the field of i...
This article aims at introducing to a wider circle a complementary research approach in user oriente...
Traditional design theories have focused on technical functions and more or less disregard a product...
One of the major challenges in the emerging interdisciplinary field of human-computer interaction (H...
First-person research (i.e., research that involves data collection and experiences from the researc...
The limited focus on particular research designs, data analysis methods, and research objects freque...
AbstractThe goal of this paper is to analyze the most important Marketing Strategies that can be use...
Game User Research is an emerging field that ties together Human Computer Interaction, Game Developm...
First-class software engineering is no longer enough for an information system product to gain succe...
Thousands of new products are introduced annually into the marketplace. To be successful, these new ...
This paper describes a case study thal examines how designers use infonnation contained in Human-Com...