skills/pixel-process-ug/superkit-agents/ux-researcher-designer

ux-researcher-designer

SKILL.md

UX Researcher & Designer

Overview

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.

Phase 1: Discovery Research

  1. Define research objectives and questions
  2. Select appropriate research methods
  3. Recruit participants (5-8 per segment for qualitative)
  4. Conduct research sessions
  5. Synthesize findings using affinity mapping

STOP — Present research plan with objectives and methods for user approval.

Research Method Selection Decision Table

Generative (Discovery) Methods

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

Evaluative Methods

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

Method Selection Decision Table

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

Interview Guide Template

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 steps

Phase 2: Analysis and Modeling

  1. Create user personas from research data
  2. Map user journey for key scenarios
  3. Define information architecture
  4. Identify pain points and opportunities
  5. Prioritize using impact/effort matrix

STOP — Present personas and journey map for review before design validation.

Persona Template

# [Persona Name]

## Demographics
- Age: [range]
- Occupation: [role]
- Technical proficiency: [low/medium/high]
- Usage frequency: [daily/weekly/monthly]

## Goals
1. Primary goal: [what they are trying to achieve]
2. Secondary goal: [supporting objective]
3. Tertiary goal: [nice-to-have]

## Pain Points
1. [Frustration with current process]
2. [Unmet need]
3. [Workaround they have created]

## Behaviors
- [How they currently solve the problem]
- [Tools and methods they use]
- [Decision-making patterns]

## Quotes (from research)
- "[Verbatim quote that captures their perspective]"
- "[Another representative quote]"

## Scenario
[A paragraph describing a typical day/task where they would use the product]

Persona Quality Decision Table

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)

Journey Map Structure

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

  • 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

Heuristic Evaluation (Nielsen's 10)

# 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

Severity Rating Scale

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

Phase 3: Design Validation

  1. Create testable prototypes (low or high fidelity)
  2. Plan usability testing sessions
  3. Conduct tests with 5+ participants
  4. Analyze results and iterate
  5. Document findings and recommendations

STOP — Present usability test results and recommendations for review.

Prototype Fidelity Decision Table

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

A/B Testing Methodology

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)

Common UX Metrics

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

Information Architecture

Card Sort Analysis Decision Table

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

Navigation Patterns

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

Deliverables Checklist

  • 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

Anti-Patterns / Common Mistakes

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

Integration Points

Skill Integration
ui-ux-pro-max UX guidelines and design patterns
mobile-design Mobile usability testing patterns
planning Research plan is part of the implementation plan
spec-writing User research informs JTBD specifications
prd-generation Personas and journey maps feed into PRDs
llm-as-judge Evaluate design quality with rubrics

Skill Type

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.

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