1. Poor user research practice
    1. Credulity
      1. what
        1. a state of willingness to believe something without proper proof
      2. user research
        1. asking users what they want and believing the answer
      3. Prospect Theory
        1. People don’t have reliable insight into their mental processes, so there is no point asking them what they want.
          1. don’t ask people what they want
      4. How to
        1. observe how people solve the problem now
        2. teleport people to the future and get them using our solution (a prototype) to see where the issues will arise
      5. What people say is not as useful as what people do
    2. Dogmatism
      1. what
        1. the tendency to lay down principles as undeniably true, without consideration of evidence or the opinions of others
      2. user research
        1. believing there is one ‘right’ way to do research
      3. How to
        1. site visits
        2. customer interviews
        3. users needs, goals and behaviours
    3. Bias
      1. what
        1. a special influence that sways one’s thinking, especially in a way considered to be unfair
      2. user research
        1. a continual fight against bias
      3. How to
        1. ask the right questions
        2. shouldn’t approach interviews with a vested interest
          1. don't convince people to use a service
    4. Obscurantism
      1. what
        1. the practice of deliberately preventing the full details of something from becoming known
      2. user research
        1. keeping the findings in the head of one person
        2. delegate all responsibility for understanding users to one person
      3. How to
        1. to encourage everyone on the team to get their “exposure hours”
        2. building a user centred culture
          1. design iteratively
    5. Laziness
      1. what
        1. the state of being unwilling to exert oneself
        2. novice mistake
          1. we did not use, because we do not know how to use
        3. scared to know that no one needs
      2. user research
        1. recycling old research data: cut + pasted into a new project
      3. How to
        1. achieve user centred design by iteration
          1. build
          2. measure
          3. learn
          4. redesign
    6. Vagueness
      1. what
        1. not clearly or explicitly stated or expressed
      2. user research
        1. a team fails to focus on a single key research question and instead tries to answer several questions at once
      3. How to
        1. discover your focus question
    7. Hubris
      1. what
        1. extreme pride or self-confidence
        2. no habit of critical thinking
      2. user research
        1. it takes the form of taking undue pride in your reports
      3. How to
        1. love data
          1. share it
          2. problems
          3. don’t read the report
          4. overly-detailed reports delay the design process
        2. create information radiators
          1. 1-page test plans
  2. Good use research
    1. Great design is a symptom
      1. It’s a symptom of a culture that values user centered design
      2. great design lives inside your users’ heads
        1. identify patterns (5-10 people)
    2. Design Thinking
      1. requires understanding constraints
        1. Push boundaries
          1. flexibility
          2. prioritization
        2. "Be lazy"
          1. take a hard look at your resources and make trade offs
        3. Don’t be afraid to fail
          1. prototype
          2. iterate
        4. "Sit in a circle"
          1. put our collective minds together
    3. Some aspects
      1. it's simple
      2. Continuous
        1. including all members of the Teams ( including programers)
      3. Cheap
        1. only your time (do not attract third-party companies)
      4. Fast
        1. max half an hour for one interview
    4. How to
      1. site visits
      2. customer interview
        1. ways
          1. a personal meeting
          2. skype
          3. phone
        2. Informally
        3. do not focus on numbers
          1. put pressure on decisions
        4. questions
          1. good (open, 5 whys at each point)
          2. bad (closed: yes/no)
          3. ask difficult questions that you do not want to ask
          4. what is clear / unclear
          5. how do you solve this problem now
          6. did you look for a solutions? how, when, how many times
          7. what have I not asked yet?
        5. 3 parts of the interview
          1. interview, feedback, pitch
      3. polls (google form / bot)
        1. faster
      4. UX laboratory
        1. loyal user group
          1. chat with early followers and team members
          2. fast feedback
          3. quick reporting of problems
      5. check on any random person
      6. usability research
      7. Think about limitations
        1. do not force to speculate about the future
          1. it is possible to find out only facts about the past and present
          2. opinions and judgments about the future are useless
        2. everyone wants to like
        3. compliments
        4. speak by generalizations
        5. everyone lies
    5. Human-centered design
      1. aims to make software products more usable by focusing on the use of the software products and applying human factors, ergonomics, and usability knowledge and techniques
        1. Analyze
          1. Talk with people and discover "what is the problem?"
        2. Design
          1. Prototype what you assume is a solution
        3. Evaluate
          1. Watch people use the prototype and learn from their experiences
        4. Iterate
          1. Repeat until the usability requirements are achieved
    6. actionable and testable insights into users’ needs
  3. Sourses
    1. https://medium.com/@userfocus/the-7-deadly-sins-of-user-research-22857c5a971b
    2. https://medium.com/hackernoon/design-thinking-lessons-from-our-cats-9a43fd71457a
    3. https://medium.com/inside-design/i-talked-to-3-people-who-got-into-ux-in-their-40s-1db75aadb11b
    4. https://www.istqb.org/downloads/send/58-usability-testing-documents/234-usability-testing-specialist-fl-syllabus.html
  4. It will be interesting
    1. Impact mapping for strategic planning
      1. https://www.xmind.net/m/VCsS9v/
    2. Discovery phase for your Team
      1. https://www.xmind.net/m/rZpAL5/
    3. Some notes about the Design Sprint
      1. https://www.xmind.net/m/GieRNn/
    4. Some notes about Google Ventures method and Design Sprint via 5W2H
      1. https://www.xmind.net/m/QLfvdG/
    5. Design-thinking. Real- Win- Worth framework
      1. https://www.xmind.net/m/dcEFS4/
    6. Let's cook a new feature
      1. https://www.xmind.net/m/6HxCaW/
    7. Some notes about PERSONAS using 5W2H
      1. https://www.xmind.net/m/reXaxD/
    8. Some Canvases to create Great products!
      1. https://www.xmind.net/m/ZSPAdu/
  5. Why are we doing this?