Compares two different design versions, which are shown to two different groups of users. The results show which one performs better.
More than 100
Users organize items into groups or in their perceived right order and assign categories to each group. It shows users’ mental models.
15-20
Participants self-report their activities to create a log of their actions, thoughts, and frustrations, which helps to understand their experience.
Around 5
Guided by a moderator, groups from 3 to 12 participants discuss and share opinions about a product, campaign or a brand.
Around 5
Gives an overview of how users are behaving in a page, showing what attracts their attention or distracts them from the main goal.
More than 100
Designers assess an interface against a set of agreed-upon best practices. Helps detecting usability problems before user testing begins.
Around 5
At one-on-one meetings with researchers, participants speak deeply about a topic sharing their thoughts in their own language.
Around 5
Can be used within surveys and interviews, to prioritize which product attributes are more important to users, and measure satisfaction.
30-40
Requires attentive looking from the researcher and recording of phenomena. It reveals “what” users do in a specific situation.
Around 5
Measure and categorize attitudes or collect self-reported data that can help track or discover important issues to address.
More than 100
Breaks down the elements of a user’s work flow. Normally includes observation and interviews.It is usually represented in flowcharts.
Around 5
Participants experience an interface while completing a task or a set of tasks. Helps to identify what has to be improved before launching it.
Around 5
A visualization of the users’ path to a particular goal, which helps identifying breakdowns and successes on their journey.
5-10
For 5 seconds participants observe a design. Later, they have to answer questions based on memory and the impression of the image.
Around 50