Module Two: Understanding Users and Their Needs
Module Two: Understanding Users and Their Needs
Introduction
Welcome to Module Two! In Module One, we learned what product design is.
We learned that product design is about solving problems for people.
We also learned that the user must always come first.
But here is a big question: How do we know what the user needs?
We cannot just guess. We cannot just assume that everyone likes what we like.
We have to ask. We have to watch. We have to listen.
That is what this module is all about.
In this module, we will learn how to understand people.
We will learn how to find out what they really need.
We will learn how to turn those needs into design ideas.
This is the most important part of product design.
If you get this right, everything else becomes easier.
Let us begin this journey together. By the end of this module,
you will know how to talk to users, how to observe them,
and how to use what you learn to create better products.
Learning Objectives
After finishing this module, you should be able to:
- Explain why understanding users is important in product design.
- Describe what user research is and why it matters.
- Ask good questions to learn about user needs.
- Observe people and notice problems they face.
- Create simple user personas.
- Write a clear problem statement.
- Use brainstorming to come up with many ideas.
- Organise and choose the best ideas.
- Give examples of user research from Nigeria and around the world.
- Practice empathy and put yourself in someone else's shoes.
Warm-up Story: Chidi and the Broken Wheelbarrow
Chidi is a 13-year-old boy who lives in a village near Aba.
His father is a farmer. Every day, his father uses a wheelbarrow
to carry yams from the farm to the market.
One day, the wheelbarrow broke. The wheel came off.
His father was very sad. He could not carry as many yams.
He had to make many trips. It took all day.
Chidi wanted to help. He said, "Papa, let me design a better wheelbarrow
for you."
His father laughed. "You? You are just a boy."
But Chidi was serious. He started watching his father use the wheelbarrow.
He noticed that his father had to bend low to lift it.
He noticed that the handles hurt his father's hands.
He noticed that the wheel got stuck in mud.
Chidi asked his father questions. "Papa, does your back hurt?
Do your hands pain you? What happens when it rains?"
His father was surprised. "You are asking good questions, my son.
Yes, my back hurts. Yes, my hands pain me. And when it rains,
the wheel gets stuck. I have to pull and pull."
Chidi took notes. He drew pictures. He thought about solutions.
He designed a wheelbarrow with a longer handle so his father
would not bend so low. He added soft grips to the handles.
He made the wheel wider so it would not sink in mud.
He built a small model using wood and old bicycle parts.
His father tested it. It was not perfect. But it was better.
His father smiled. "Chidi, you have listened to me.
You have watched me. You have designed something for me.
That is what good designers do."
That is what we will learn in this module: how to listen,
how to watch, and how to understand what people need.
Chidi's Design Journey
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V
Notices father's problem
|
V
Watches father use wheelbarrow
|
V
Asks questions
|
V
Takes notes and draws
|
V
Designs a better wheelbarrow
|
V
Builds a model
|
V
Father tests it
|
V
It works better! ๐
Main Lessons
Lesson 1: What Is User Research?
Definition
User research is the process of learning about the people
who will use your product. It means finding out what they need,
what they like, what they dislike, and what problems they have.
Why It Is Important
Imagine you want to design a new shoe. You design it in your size.
It fits you perfectly. But then you try to sell it. Nobody buys it.
Why? Because you only designed for yourself. You did not research
what other people need. User research stops you from making this mistake.
Simple Explanation
User research is like being a detective. You ask questions.
You look for clues. You try to understand people.
The better you understand them, the better you can design for them.
Real-Life Example
A company wants to design a new toothbrush for children.
They do user research. They watch children brush their teeth.
They ask children what they like. They find out that children
want toothbrushes in bright colours with fun shapes.
So they design a toothbrush that is bright and fun.
The children love it. That is user research.
School Example
Your school wants to design a new library. Before they build it,
they do user research. They ask students: "What books do you want?
Where do you like to read? Do you need more tables?
Do you need quiet spaces?" They ask teachers too.
Then they design the library based on what they learned.
Home Example
Your mother wants to buy a new cooking pot. She does user research.
She asks her friends: "Which pot is good? Which one lasts long?
Which one is easy to clean?" She reads reviews online.
She goes to the market and asks the seller questions.
Then she buys the best pot. That is user research.
Nigerian Example
A Nigerian company wants to design a new mobile app for buying
recharge cards. They do user research. They travel to Lagos, Kano,
and Enugu. They ask people: "How do you buy recharge cards now?
What is difficult about it? What would make it easier?"
They find out that many people do not have bank accounts.
So they design an app that accepts cash. That is user research.
Illustration
User Research Process
----------------------
Ask Questions --> Listen --> Observe --> Learn --> Design
| | | | |
V V V V V
"What do Hear Watch Understand Make
you need?" answers actions needs better
Mini Summary
User research is learning about the people who will use your product.
It helps you design things they actually need and want.
Always do research before you design.
Lesson 2: Why Do We Need User Research?
Definition
We need user research because we are not the user.
We might think we know what people need, but we are often wrong.
User research gives us the truth.
Why It Is Important
Without user research, you might design something nobody wants.
You might waste time, money, and effort. User research saves you
from these mistakes. It helps you design products that people
actually need and will buy.
Simple Explanation
Imagine you want to buy a gift for your friend. You could guess
what they like. But it is much better to ask them or watch them.
User research is like asking before you buy. It makes sure you
get it right.
Real-Life Example
A company designed a new bottle for water. They thought it was beautiful.
But when they gave it to people, the bottle was too slippery.
People dropped it. The company had to redesign it.
If they had done user research first, they would have known
to make the bottle easier to hold.
School Example
Your class wants to design a new notice board. You could just build it.
But if you do user research, you will find out that students want
a board that is easy to read, has sections for different classes,
and is protected from rain. That research helps you design
a much better notice board.
Home Example
Your family wants to buy a new sofa. You could just pick one.
But if you do user research, you will ask: "Who will sit on it?
How many people? Do we need it to fold into a bed?
Is it easy to clean?" These questions help you choose
the right sofa.
Nigerian Example
A Nigerian entrepreneur wants to design a new food delivery service.
Before starting, they do user research. They ask people:
"Would you use a food delivery service? How much would you pay?
What food would you order?" They find out that people want
affordable meals and fast delivery. They design their service
around these needs. That is why user research matters.
Illustration
Without User Research With User Research
---------------------- -------------------
Guess --> Design --> Fail Ask --> Design --> Succeed
| | | | | |
V V V V V V
"I think Make it Nobody "What Make it People
they..." wrong buys it do you right love it
need?"
Mini Summary
User research is important because it stops us from guessing.
It helps us design products that people really need.
Without it, we might waste time and money on things nobody wants.
Lesson 3: How to Ask Good Questions
Definition
Asking good questions is a skill. A good question helps you learn
something useful. A bad question gives you useless answers.
In user research, we ask open questions, not yes or no questions.
Why It Is Important
If you ask, "Do you like this?" people will say yes or no.
That does not tell you much. But if you ask, "What do you like
about this?" people will give you details. Details help you design better.
Simple Explanation
Good questions start with words like: what, how, why, when, where.
These are called open questions. They invite people to talk.
Bad questions start with: do, did, is, are. These are closed questions.
They only give you short answers.
Real-Life Example
A designer wants to know about your morning routine.
A bad question: "Do you eat breakfast?" (Answer: yes or no)
A good question: "What do you eat for breakfast?
How do you decide? What makes it easy or hard?"
The good question gives much more information.
School Example
You want to design a better school bag. You ask students:
"What do you carry in your bag? How heavy is it?
What is annoying about your current bag?
What would make a bag better for you?"
These questions help you understand what students need.
Home Example
You want to design a better kitchen spoon. You ask your mother:
"What do you cook most often? How do you use a spoon?
What do you not like about your current spoons?
What would make a spoon easier to use?"
Her answers help you design a better spoon.
Nigerian Example
A designer wants to make a better cooking stove for rural families.
They ask: "What do you use for cooking now? How much firewood
do you use? How long does it take to cook? What is difficult
about cooking this way? What would make cooking easier?"
These questions help them design a stove that meets real needs.
Comparison Table: Good Questions vs. Bad Questions
| Bad Questions (Closed) |
Good Questions (Open) |
| Do you like this bag? |
What do you like or dislike about this bag? |
| Is this easy to use? |
How do you use this? What is easy or hard? |
| Do you want a new phone? |
What do you use your phone for? What frustrates you? |
| Are you happy with your chair? |
How do you feel after sitting for a long time? |
Illustration
Open vs. Closed Questions
--------------------------
Closed: "Do you like it?" --> Yes/No --> Little info
Open: "What do you like?" --> Story --> Lots of info
Mini Summary
Good questions are open. They start with what, how, why, when, where.
They help people share their thoughts and feelings.
Ask open questions to learn what people really need.
Lesson 4: The Power of Observation
Definition
Observation is watching people carefully.
It means looking at what they do, not just what they say.
Sometimes people say one thing but do another. Observation
shows you the truth.
Why It Is Important
People do not always know what they need. They might not be able
to explain it. But if you watch them, you can see their struggles.
You can see where they get stuck. You can see what makes them happy.
Observation gives you clues that words cannot.
Simple Explanation
Imagine you want to design a better door. You could ask people,
"Is the door easy to use?" They might say yes. But if you watch them,
you might see them push when they should pull.
That tells you the door is confusing. Observation shows you
what questions cannot.
Real-Life Example
A designer watched people use a new coffee machine.
People kept pressing the wrong button. They looked confused.
The designer realised the buttons were not labelled clearly.
They redesigned the machine with better labels.
That is the power of observation.
School Example
Watch your classmates during break time. Do they struggle to open
their lunch boxes? Do they drop food? Do they have a place to sit?
Observation helps you see problems that you can design solutions for.
Home Example
Watch your grandmother use her phone. Does she struggle to see the screen?
Does she press the wrong buttons? Does she ask for help often?
Observation helps you understand what she needs in a phone.
Nigerian Example
Watch people in a Nigerian market. They carry heavy loads on their heads.
They walk long distances. They sell in the hot sun.
A designer observed this and created head pads โ
soft cloth rings that make carrying loads easier.
That is observation leading to design.
Illustration
Observation in Action
----------------------
Watch --> Notice --> Understand --> Design
| | | |
V V V V
See "This is "They need Make it
people hard" a better better
way"
Mini Summary
Observation is watching people carefully. It shows you what
people do, not just what they say. Observation helps you find
problems and design solutions.
Lesson 5: What Is Empathy?
Definition
Empathy is the ability to understand how someone else feels.
It means putting yourself in their shoes. It means feeling what they feel.
Why It Is Important
Empathy helps you design with heart. When you understand how people feel,
you can design products that make them feel better.
You can design products that reduce frustration and increase joy.
Simple Explanation
Imagine your friend is sad. You sit with them. You listen.
You try to understand why they are sad. That is empathy.
In design, empathy means understanding your user's feelings.
Are they frustrated? Confused? Happy? Angry?
Their feelings tell you what to design.
Real-Life Example
A designer wants to make a new hospital waiting room.
They practice empathy. They imagine: "If I were sick or worried,
what would I want? I would want comfortable chairs.
I would want quiet. I would want clear information."
They design the waiting room with these things in mind.
That is empathy in design.
School Example
A new student joins your class. They look confused and scared.
You remember how you felt on your first day. You help them.
That is empathy. In design, you think: "How would a new student
feel using this? What would help them?"
Home Example
Your younger brother cannot reach the kitchen counter.
You remember being small. You understand his frustration.
You design a small stool for him. That is empathy in action.
Nigerian Example
A designer wants to make a better danfo (yellow bus)
experience in Lagos. They practice empathy. They imagine:
"If I were a passenger, what would I want?
I would want to know the price. I would want to be comfortable.
I would want to know my stop." They design a bus with clear
price signs, comfortable seats, and stop announcements.
That is empathy.
Illustration
Empathy Map (Simple)
---------------------
What do they SEE? --> What do they HEAR?
| |
V V
What do they THINK? --> What do they FEEL?
| |
V V
What do they SAY? --> What do they DO?
| |
V V
Understand their world --> Design for them
Mini Summary
Empathy is understanding how others feel. It helps you design
with heart. When you know how users feel, you can design
products that make their lives better.
Lesson 6: Creating User Personas
Definition
A user persona is a made-up person who represents
a group of real users. It is like a character in a story.
We give them a name, an age, a job, and a problem.
Then we design for that person.
Why It Is Important
Personas help you focus. Instead of designing for "everyone,"
you design for a specific person. It is easier to make decisions
when you know who you are designing for.
Simple Explanation
Imagine you want to design a new school bag. If you design for
"everyone," you will get confused. But if you create a persona
like "Ada, age 13, walks 30 minutes to school, carries 5 books,
and has a bad back," you know exactly what to design.
You need a bag with good support, comfortable straps,
and enough space for 5 books.
Real-Life Example
A company wants to design a new phone. They create a persona:
"Mama Ngozi, age 55, lives in Enugu, uses her phone for calls
and WhatsApp, has trouble seeing small text, and wants a long
battery life." Now they know to design a phone with big text,
loud volume, and a strong battery.
School Example
Your class wants to design a new school canteen. Create a persona:
"Emeka, age 14, plays football, is always hungry, has only
50 naira, and wants food that is filling." Now you know to design
a canteen with cheap, filling food that is served quickly.
Home Example
Your family wants to buy a new TV. Create a persona:
"Papa, age 50, likes watching news, has trouble hearing,
and sits far from the TV." Now you know to buy a TV with
good sound and a clear picture.
Nigerian Example
A designer wants to create a new banking app for Nigerians.
They create a persona: "Tunde, age 28, lives in Lagos,
works as a tailor, uses a smartphone, has a bank account,
but has poor network in his shop." Now the designer knows
the app must work offline and use little data.
Illustration
User Persona Template
----------------------
Name: Ada
Age: 13
Location: Enugu
Job: Student
Needs: Light bag, comfortable straps
Problems: Back pain, too many books
Goal: Get to school without pain
"I want a bag that does not hurt my back."
Mini Summary
A user persona is a made-up person who represents real users.
It helps you focus your design. Create personas with names,
ages, needs, and problems.
Lesson 7: Writing a Problem Statement
Definition
A problem statement is a clear sentence that describes
the problem you want to solve. It says who has the problem,
what the problem is, and why it matters.
Why It Is Important
If you do not know the problem, you cannot solve it.
A problem statement keeps you focused. It stops you from
designing things that do not matter.
Simple Explanation
A problem statement is like a target. It tells you where to aim.
For example: "Students in rural Nigeria need a way to study
at night because they have no electricity."
That is a problem statement. Now you know what to design.
Real-Life Example
A designer wants to help people with bad eyesight.
Their problem statement: "Many older people cannot read
small text on their phones, so they miss important messages."
Now they know to design a phone with larger text.
School Example
Your school has a problem. Students arrive late because
the buses are full. Problem statement: "Students who take
the bus to school often arrive late because the buses are
too full and they have to wait for the next one."
Now you can design a solution.
Home Example
Your family has a problem. The kitchen is too small.
Problem statement: "Our family of six has a small kitchen,
so it is hard to cook and store food."
Now you can think of solutions.
Nigerian Example
A Nigerian designer wants to help farmers.
Problem statement: "Small-scale farmers in Nigeria lose
money because they cannot store their crops properly
after harvest." Now they can design a storage solution.
Illustration
Problem Statement Formula
--------------------------
[Who] needs a way to [what]
because [why].
Example:
Students need a way to study at night
because they have no electricity.
Mini Summary
A problem statement describes the problem clearly.
It says who has the problem and why it matters.
Always write a problem statement before you design.
Lesson 8: Brainstorming Ideas
Definition
Brainstorming is thinking of as many ideas as possible
in a short time. It is about quantity, not quality.
The more ideas you have, the better your chances of finding
a great one.
Why It Is Important
If you only think of one idea, you might miss a better one.
Brainstorming opens your mind. It lets you explore different
possibilities. It helps you think creatively.
Simple Explanation
Imagine you want to design a better way to carry water.
Brainstorming: "Bucket, bottle, tank, pipe, hose,
backpack, trolley, wheelbarrow, cart, donkey..."
You write down everything, even silly ideas.
Later, you choose the best ones.
Real-Life Example
A company wants to design a new toy for children.
They brainstorm: "A toy that talks, a toy that moves,
a toy that teaches, a toy that sings, a toy that
changes colour..." They explore many ideas.
Then they choose the best one.
School Example
Your class wants to design a new playground.
Brainstorm: "Swings, slides, climbing frames, sandbox,
basketball court, garden, maze..." Write down all ideas.
Then discuss which ones are possible.
Home Example
Your family wants to save electricity. Brainstorm:
"Turn off lights, use solar panels, use candles,
use rechargeable lamps, use less hot water..."
Write down all ideas. Then choose the best ones.
Nigerian Example
A Nigerian designer wants to reduce plastic waste.
Brainstorm: "Bags from old tyres, bottles from glass,
wrappers from cloth, containers from clay,
packaging from banana leaves..." Many ideas.
Then they choose the best ones.
Illustration
Brainstorming Rules
--------------------
1. No judging ideas
2. Think of many ideas
3. Build on others' ideas
4. Be wild and creative
5. Write everything down
Problem: "How to carry water?"
Ideas: bucket, bottle, tank, pipe, hose,
backpack, trolley, wheelbarrow, cart
Mini Summary
Brainstorming is thinking of many ideas. Do not judge them yet.
Write them all down. Later, choose the best ones.
The more ideas, the better.
Lesson 9: Organising and Choosing Ideas
Definition
After brainstorming, you have many ideas. Now you must organise them
and choose the best ones. This is called idea selection.
Why It Is Important
You cannot build all your ideas at once. You must choose.
Organising helps you see which ideas are similar.
Choosing helps you focus on the most promising ones.
Simple Explanation
Imagine you have 50 ideas. You group them into categories:
"cheap," "expensive," "easy to make," "hard to make."
Then you choose ideas that are both good and possible.
That is idea selection.
Real-Life Example
A team wants to design a new app. They have 30 ideas.
They group them: "features for users," "features for businesses,"
"features for admin." Then they choose the most important ones
for the first version. That is idea selection.
School Example
Your class has 20 ideas for the school garden.
You group them: "vegetables," "flowers," "tools," "seating."
Then you choose what to include in your design.
That is idea selection.
Home Example
Your family has 10 ideas for a new kitchen layout.
You group them: "storage," "cooking," "washing," "sitting."
Then you choose the best layout. That is idea selection.
Nigerian Example
A Nigerian designer has 15 ideas for a new food package.
They group them: "cheap," "attractive," "strong," "recyclable."
Then they choose the packaging that is both cheap and strong.
That is idea selection.
Comparison Table: How to Choose Ideas
| Question |
Why It Matters |
| Does it solve the problem? |
The idea must actually help. |
| Can we make it? |
Some ideas are too hard or too expensive. |
| Will people use it? |
If nobody wants it, it is not useful. |
| Is it safe? |
Safety is always important. |
| Is it sustainable? |
It should not harm the Earth. |
Illustration
Idea Selection Process
-----------------------
50 ideas --> Group into categories --> Choose best 5
| | |
V V V
Write all "Cheap, easy, "Let's build
ideas useful" these first"
Mini Summary
After brainstorming, organise your ideas into groups.
Then choose the best ones. Ask: Does it solve the problem?
Can we make it? Will people use it? Is it safe? Is it sustainable?
Lesson 10: Making a User Journey Map
Definition
A user journey map is a picture that shows all the steps
a person takes when using a product. It shows what they do,
what they think, and how they feel at each step.
Why It Is Important
Journey maps help you see the whole experience. You can spot
where people get frustrated. You can find opportunities
to make things better.
Simple Explanation
Imagine you want to buy a new phone. Your journey:
1. See an ad. 2. Go to the shop. 3. Ask questions.
4. Compare prices. 5. Buy the phone. 6. Set it up.
7. Use it. At each step, you feel something.
Maybe step 3 is frustrating. Maybe step 6 is confusing.
A journey map shows all of this.
Real-Life Example
A designer maps the journey of a patient at a hospital.
Step 1: Arrive. Step 2: Register. Step 3: Wait.
Step 4: See doctor. Step 5: Get medicine. Step 6: Go home.
The map shows that waiting (step 3) is the most frustrating.
So the designer works on making waiting better.
School Example
Map the journey of a student on the first day of school.
Step 1: Wake up. Step 2: Travel to school. Step 3: Find class.
Step 4: Meet teacher. Step 5: Attend lessons. Step 6: Go home.
The map shows where students get confused.
Then you can design solutions.
Home Example
Map the journey of cooking dinner. Step 1: Decide what to cook.
Step 2: Check ingredients. Step 3: Go to market.
Step 4: Cook. Step 5: Serve. Step 6: Clean up.
The map shows which steps take too long.
Then you can design a better kitchen.
Nigerian Example
Map the journey of buying recharge card. Step 1: Need airtime.
Step 2: Find a vendor. Step 3: Pay. Step 4: Get card.
Step 5: Scratch. Step 6: Load. The map shows that finding
a vendor can be hard. So designers made apps for buying airtime.
That is using a journey map to design a solution.
Illustration
User Journey Map: Buying Airtime
---------------------------------
Step 1: Need airtime
| Feel: Neutral
V
Step 2: Find vendor
| Feel: Frustrated (vendors far)
V
Step 3: Pay
| Feel: Okay
V
Step 4: Get card
| Feel: Okay
V
Step 5: Scratch card
| Feel: Annoyed (numbers rub off)
V
Step 6: Load airtime
| Feel: Relieved
V
Opportunity: Make an app to skip steps 2-5!
Mini Summary
A user journey map shows all the steps a user takes.
It shows what they do and how they feel. Journey maps help
you find problems and design better experiences.
Lesson 11: Surveys and Interviews
Definition
A survey is a set of questions given to many people.
An interview is a conversation with one person
where you ask questions and listen carefully.
Why It Is Important
Surveys help you reach many people quickly. Interviews help you
go deep with one person. Both are useful for user research.
Simple Explanation
Surveys are like asking the whole class a question.
Interviews are like having a private chat with one classmate.
Surveys give you numbers. Interviews give you stories.
You need both.
Real-Life Example
A company wants to design a new snack. They do a survey
with 500 people: "What flavours do you like?"
They also do interviews with 10 people:
"Tell me about your snacking habits."
The survey gives them data. The interviews give them depth.
School Example
Your class wants to design a new school uniform.
You survey all students: "What colours do you like?"
You interview a few students: "What is uncomfortable
about the current uniform?" You use both to design
a better uniform.
Home Example
Your family wants to plan a holiday. You survey everyone:
"Where do you want to go?" You interview your parents:
"What is our budget? How many days can we travel?"
You use both to plan the best holiday.
Nigerian Example
A Nigerian designer wants to create a new food seasoning.
They survey 1,000 people across Nigeria: "What spices do you use?"
They interview 20 market women: "How do you cook your stew?"
The survey shows popular spices. The interviews show
how people actually cook. Both help design a better seasoning.
Comparison Table: Surveys vs. Interviews
| Surveys |
Interviews |
| Many people |
One person at a time |
| Short answers |
Long answers |
| Numbers and data |
Stories and feelings |
| Quick to analyse |
Takes time to analyse |
| Good for trends |
Good for deep understanding |
Illustration
Surveys vs. Interviews
------------------------
Survey: [Person] [Person] [Person] [Person] [Person]
| | | | |
V V V V V
"Yes" "No" "Maybe" "Yes" "No"
--> Numbers --> Trends
Interview: [Person]
|
V
"Let me tell you my story..."
--> Story --> Deep understanding
Mini Summary
Surveys ask many people short questions. Interviews ask one person
deep questions. Use both to understand users better.
Lesson 12: Using What You Learn
Definition
After user research, you have a lot of information.
Now you must synthesise it. That means
looking at all your notes and finding the most important ideas.
Why It Is Important
If you do not synthesise, you will be overwhelmed by information.
You will not know what to focus on. Synthesis helps you find
the key insights that will guide your design.
Simple Explanation
Imagine you interview 20 people. You have 20 pages of notes.
You read through them. You notice that 15 people mentioned
the same problem. That is a key insight.
You write it down. Now you know what to design.
Real-Life Example
A designer interviews 30 people about their phone use.
They notice that 25 people said the battery dies too fast.
That is a key insight. They design a phone with a longer battery.
That is synthesis.
School Example
Your class surveys 100 students about the school canteen.
You notice that 80 students said the food is too expensive.
That is a key insight. You design a cheaper menu.
That is synthesis.
Home Example
Your family asks 10 friends about holiday destinations.
You notice that 7 people said they want a beach.
That is a key insight. You plan a beach holiday.
That is synthesis.
Nigerian Example
A Nigerian designer interviews 50 market traders.
They notice that 45 traders said they need a way to
keep food fresh. That is a key insight.
They design a solar-powered cooler for market traders.
That is synthesis.
Illustration
Synthesis Process
------------------
Many notes --> Read and review --> Find patterns
| | |
V V V
20 pages "15 people "The key need
of notes said the same is X"
thing"
Mini Summary
Synthesis means finding the most important ideas from your research.
Look for patterns. Identify key insights. Use them to guide your design.
Lesson 13: Testing Your Understanding
Definition
Testing your understanding means checking if you
really understood what users need. You do this by sharing your
findings with users and asking, "Did I get this right?"
Why It Is Important
You might think you understood, but you might be wrong.
Testing your understanding helps you catch mistakes early.
It makes sure you are solving the right problem.
Simple Explanation
Imagine you think your friend is sad because they failed a test.
You say, "I think you are sad because of your test."
They say, "No, I am sad because my dog is missing."
You tested your understanding. You were wrong. Now you can help better.
The same applies to design.
Real-Life Example
A designer thinks people want a faster phone.
They tell users: "I think you want a faster phone."
Users say, "No, we want a phone with a longer battery."
The designer was wrong. Now they know what to design.
School Example
Your class thinks students want a bigger library.
You ask students: "Do you want a bigger library?"
They say, "No, we want a library with more computers."
You tested your understanding. You were wrong.
Now you can design the right thing.
Home Example
You think your mother wants a new pot.
You ask her: "Do you want a new pot?"
She says, "No, I want a new blender."
You tested your understanding. You were wrong.
Now you can buy the right thing.
Nigerian Example
A designer thinks farmers want a new tractor.
They ask farmers: "Do you want a tractor?"
Farmers say, "No, we want better seeds and fertiliser."
The designer tested their understanding. They were wrong.
Now they can design the right solution.
Illustration
Testing Your Understanding
---------------------------
Your idea --> Share with users --> Ask "Is this right?"
| | |
V V V
"I think "We think "Yes, you got it!"
they need they need OR
X" Y" "No, we need Z"
Mini Summary
Testing your understanding means checking if you got it right.
Share your findings with users. Ask them if you understood correctly.
This helps you avoid solving the wrong problem.
Lesson 14: Keeping Records of Your Research
Definition
Keeping records means writing down everything you learn.
It means taking notes, drawing pictures, and saving your work.
Why It Is Important
You will forget things. If you do not write them down,
you will lose valuable information. Records help you
remember and share your findings with others.
Simple Explanation
Imagine you interview 10 people. You remember some things.
But you forget the details. If you had taken notes,
you would remember everything. Records are your memory.
Real-Life Example
A designer visits a market. They take photos.
They write notes. They record voices (with permission).
Later, they review everything. They find patterns.
They design a better product.
School Example
Your teacher asks you to research a topic.
You take notes. You draw diagrams. You save your work.
When it is time to write your report, you have everything
you need. That is keeping records.
Home Example
Your mother keeps a shopping list. She writes down what
the family needs. When she goes to the market, she remembers
everything. That is keeping records.
Nigerian Example
A Nigerian designer visits a village to research cooking habits.
They take photos of the kitchen. They write notes about
the firewood used. They record the time it takes to cook.
All these records help them design a better cookstove.
Illustration
Record Keeping Tools
---------------------
Notebook and pen --> Write notes
Camera --> Take photos
Voice recorder --> Record interviews
Sticky notes --> Organise ideas
Folder --> Keep everything safe
Mini Summary
Keep records of everything you learn. Write notes, take photos,
and save your work. Records help you remember and share
your findings.
Lesson 15: Putting It All Together
Definition
This lesson brings together everything we learned in Module Two.
It shows how user research, empathy, personas, problem statements,
brainstorming, and synthesis all work together.
Why It Is Important
Seeing the whole picture helps you understand the process.
Each step matters. If you skip a step, your design might fail.
Simple Explanation
Think of it like building a house. You need a foundation (research),
walls (personas and problem statements), a roof (ideas),
and doors (synthesis). If any part is missing, the house is not complete.
Real-Life Example
A designer wants to help people with disabilities use phones.
They do research (talk to users). They practice empathy
(understand feelings). They create personas (blind user, deaf user).
They write a problem statement ("Blind people cannot read screens").
They brainstorm (voice control, braille, haptic feedback).
They synthesise (choose voice control). They test understanding
("Is voice control helpful?"). They keep records.
Finally, they design a phone that works for everyone.
School Example
Your class wants to design a better school toilet.
You research (ask students). You empathise (imagine being a student
who needs to go urgently). You create personas (younger students,
older students, students with disabilities). You write a problem
statement ("Students avoid the toilet because it is dirty and dark").
You brainstorm (more lights, better cleaning, more space).
You synthesise (choose better lights and cleaning).
You test understanding ("Will this help?"). You keep records.
Finally, you design a better toilet.
Nigerian Example
A Nigerian designer wants to improve the life of market women.
They research (talk to 100 market women). They empathise
(understand their long hours and heavy loads). They create personas
(Mama Ngozi, 45, sells tomatoes, has back pain). They write a problem
statement ("Market women suffer back pain from carrying heavy loads").
They brainstorm (wheelbarrows, carts, head pads, trolleys).
They synthesise (choose a light, foldable trolley).
They test understanding ("Would this help?").
They keep records. Finally, they design a trolley that market women love.
Illustration
Module Two: The Full Process
=============================
Research --> Empathise --> Personas --> Problem Statement
| | | |
V V V V
Ask, watch Understand Create Write clear
listen feelings characters problem
Brainstorm --> Synthesise --> Test Understanding --> Records
| | | |
V V V V
Many ideas Find key Check if Write
insights right everything
down
|
V
Ready to design a product that users need! ๐
Mini Summary
Module Two is about understanding users. It starts with research
and ends with synthesis. It includes empathy, personas, problem
statements, brainstorming, and testing. When you do all these steps,
you are ready to design a product that users will love.
Key Vocabulary
| Word |
Simple Definition |
| User Research |
Learning about the people who will use your product. |
| Empathy |
Understanding how someone else feels. |
| User Persona |
A made-up person who represents real users. |
| Problem Statement |
A clear sentence that describes the problem. |
| Brainstorming |
Thinking of many ideas in a short time. |
| Synthesis |
Finding the most important ideas from your research. |
| User Journey Map |
A picture showing all the steps a user takes. |
| Survey |
A set of questions given to many people. |
| Interview |
A conversation with one person to learn about them. |
| Observation |
Watching people carefully to learn about them. |
| Open Question |
A question that invites a detailed answer. |
| Closed Question |
A question that can be answered with yes or no. |
| Insight |
An important discovery from research. |
| Record Keeping |
Writing down and saving information. |
| Idea Selection |
Choosing the best ideas from a list. |
Important Concepts
-
User-first thinking: Always start with the user.
Understand their needs before you design anything.
-
Empathy: Put yourself in the user's shoes.
Feel what they feel. This helps you design with heart.
-
Research before design: Do not guess.
Ask, watch, and listen. Research gives you the truth.
-
Personas: Create made-up people to represent
real users. This helps you focus your design.
-
Problem statements: Write a clear sentence
that describes the problem. This keeps you on track.
-
Brainstorming: Think of many ideas.
Do not judge them yet. Quantity leads to quality.
-
Synthesis: Find the most important ideas
from your research. Look for patterns.
-
Testing understanding: Check if you got it right.
Ask users: "Did I understand you correctly?"
-
Record keeping: Write everything down.
Your notes are your memory.
Step-by-Step Explanations
How to Do User Research (Step by Step)
-
Decide what you want to learn. What questions
do you need answers to?
-
Choose your method. Will you survey, interview,
or observe?
-
Find people to talk to. Who are the users?
Where can you find them?
-
Ask good questions. Use open questions.
Listen carefully.
-
Observe. Watch what people do, not just
what they say.
-
Take notes. Write down everything.
Take photos if you can.
-
Synthesise. Read your notes. Find patterns.
Identify key insights.
-
Test your understanding. Share your findings
with users. Ask: "Did I get this right?"
-
Write a problem statement. Describe the problem
clearly.
-
Create personas. Make up characters that
represent your users.
-
Brainstorm ideas. Think of many solutions.
-
Choose the best ideas. Organise and select.
Real-Life Examples
-
Smartphone design: Companies do research to find
out what people want in a phone. They interview users, watch them
use phones, and create personas.
-
Car design: Car makers research what drivers need.
They study safety, comfort, and fuel efficiency.
-
Furniture design: Furniture makers research
how people sit, what sizes they are, and what styles they like.
-
App design: App developers research how people
use their phones. They test their apps with real users.
-
Food packaging: Food companies research what
attracts buyers. They study colours, shapes, and labels.
Nigerian Examples
-
Market women's trolley: A designer observed market
women carrying heavy loads. They designed a light, foldable trolley.
-
Solar-powered cooler: A designer interviewed
market traders who needed to keep food fresh. They designed
a solar cooler.
-
Recharge card app: A company researched how
Nigerians buy airtime. They found that many people do not have
bank accounts. They designed an app that accepts cash.
-
Clean cookstove: A designer researched cooking
habits in rural Nigeria. They found that smoke was a big problem.
They designed a clean cookstove.
-
Head pads: A designer observed people carrying
loads on their heads. They designed soft pads to reduce pain.
Fun Examples Children Can Relate To
-
Video game controller: Designers watch children
play games. They find out what buttons are easy to reach.
They design controllers that fit small hands.
-
Lego blocks: Designers research what children
like to build. They design blocks that connect in many ways.
-
Bicycle: Designers research what children need
in a bike. They design bikes that are safe and easy to ride.
-
Ice cream: Designers research what flavours
children like. They design ice cream that is fun and tasty.
-
Pencil case: Designers research what children
carry to school. They design pencil cases with fun shapes
and bright colours.
Everyday Examples
- Toothbrush: Designers research how people brush their teeth. They design brushes with soft bristles and comfortable handles.
- Plate: Designers research how people eat. They design plates that are easy to hold and clean.
- Cup: Designers research how people drink. They design cups with handles and lids.
- Chair: Designers research how people sit. They design chairs with back support and comfortable seats.
- Shoe: Designers research how people walk. They design shoes that are comfortable and safe.
- Comb: Designers research how people style their hair. They design combs with different teeth sizes.
Parent Tips
-
Encourage your child to ask questions about everyday objects.
"Who designed this? Why is it like this?"
-
When your child has a problem, ask them: "How would you solve this?
Who else has this problem? What would help them?"
-
Let your child interview family members about their needs.
This builds empathy and research skills.
-
Praise your child's curiosity. Questions are the beginning of design.
-
Watch design-related shows or videos together. Talk about
how products are made and why.
-
Provide simple materials for prototyping: cardboard, tape,
scissors, paper, glue.
Interesting Facts
-
The first user research was done by companies in the 1950s.
They wanted to know what housewives wanted in a kitchen.
-
The design of the iPhone was based on user research.
Apple watched how people used phones and designed
a phone that was easy to use.
-
The design of the Nigerian recharge card has changed over time.
Old cards had scratch panels. New cards are digital.
User research drove this change.
-
The design of the danfo bus in Lagos is based on user needs.
It is designed to carry many people, be cheap, and fit
through narrow streets.
-
Many companies now have "user researchers" whose only job
is to understand what people need.
Did You Know?
-
Did you know that the design of a spoon is different in
different cultures? Some spoons are deep for soup.
Some are flat for rice. User research explains why.
-
Did you know that the first computer mouse was made of wood?
User research showed that people needed a simple way
to point and click.
-
Did you know that the design of a bus is different in
different countries? User research shows what people need.
-
Did you know that the design of a school desk has changed
over time? User research shows what students need today.
-
Did you know that the design of a football is not just a ball?
User research shows that it must be visible, durable,
and fly straight.
Remember This
- User research is learning about the people who will use your product.
- Empathy is understanding how others feel.
- Personas are made-up people who represent real users.
- Problem statements describe the problem clearly.
- Brainstorming is thinking of many ideas.
- Synthesis is finding the most important ideas.
- Testing your understanding means checking if you got it right.
- Record keeping means writing everything down.
- Always start with the user. Always.
Common Mistakes
-
Designing for yourself: Just because you like
something does not mean others will. Always ask users.
-
Skipping research: Going straight to design
without understanding users.
-
Asking bad questions: Using closed questions
that give short answers.
-
Not listening: Talking more than you listen
during interviews.
-
Ignoring feelings: Focusing only on what people
do, not how they feel.
-
Not taking notes: Forgetting important information
because you did not write it down.
-
Jumping to solutions: Thinking of solutions
before understanding the problem.
Best Practices
- Always start with the user.
- Ask open questions.
- Listen more than you talk.
- Observe what people do, not just what they say.
- Practice empathy.
- Create personas to focus your design.
- Write clear problem statements.
- Brainstorm many ideas before choosing.
- Synthesise your research to find key insights.
- Test your understanding with users.
- Keep records of everything.
- Repeat the process until you are sure.
More ASCII Illustrations
User Research Timeline
Week 1: Decide what to learn
Week 2: Find users
Week 3: Ask questions and observe
Week 4: Take notes
Week 5: Synthesise findings
Week 6: Create personas
Week 7: Write problem statement
Week 8: Brainstorm ideas
Week 9: Choose best ideas
Week 10: Test understanding
Empathy Map Flowchart
What do they SEE?
|
V
What do they HEAR?
|
V
What do they THINK?
|
V
What do they FEEL?
|
V
What do they SAY?
|
V
What do they DO?
|
V
Understand their world
|
V
Design for them
From Research to Design
Research --> Empathy --> Personas --> Problem Statement
| | | |
V V V V
Ask, watch Understand Create Write clear
listen feelings characters problem
| | | |
V V V V
Brainstorm --> Synthesise --> Test --> Design
| | | |
V V V V
Many ideas Key insights Check Make
right product
Comparison Tables
Surveys vs. Interviews
| Surveys |
Interviews |
| Many people |
One person at a time |
| Short answers |
Long answers |
| Numbers and data |
Stories and feelings |
| Quick to analyse |
Takes time to analyse |
| Good for trends |
Good for deep understanding |
Observation vs. Asking Questions
| Observation |
Asking Questions |
| Shows what people do |
Shows what people say |
| Can be done without talking |
Requires conversation |
| Shows real behaviour |
Shows reported behaviour |
| Good for finding problems |
Good for understanding reasons |
| Can be done anywhere |
Requires willing participants |
Summary After Every Lesson
Lesson 1 Summary
User research is learning about the people who will use your product.
Lesson 2 Summary
We need user research because we are not the user. It stops us from guessing.
Lesson 3 Summary
Good questions are open. They start with what, how, why, when, where.
Lesson 4 Summary
Observation is watching people carefully. It shows what people do.
Lesson 5 Summary
Empathy is understanding how others feel. It helps you design with heart.
Lesson 6 Summary
A user persona is a made-up person who represents real users.
Lesson 7 Summary
A problem statement describes the problem clearly.
Lesson 8 Summary
Brainstorming is thinking of many ideas. Do not judge them yet.
Lesson 9 Summary
Organise and choose the best ideas. Ask: Does it solve the problem?
Lesson 10 Summary
A user journey map shows all the steps a user takes.
Lesson 11 Summary
Surveys ask many people. Interviews ask one person deeply.
Lesson 12 Summary
Synthesis means finding the most important ideas from your research.
Lesson 13 Summary
Testing your understanding means checking if you got it right.
Lesson 14 Summary
Keep records of everything you learn. Write notes, take photos.
Lesson 15 Summary
Putting it all together: research, empathy, personas, problem statements,
brainstorming, synthesis, testing, and records.
End-of-Module Summary
Congratulations! You have completed Module Two: Understanding Users
and Their Needs. You have learned a lot. Let us review.
- User research is learning about the people who will use your product.
- Empathy is understanding how others feel.
- Personas are made-up people who represent real users.
- Problem statements describe the problem clearly.
- Brainstorming is thinking of many ideas.
- Synthesis is finding the most important ideas.
- User journey maps show all the steps a user takes.
- Surveys ask many people. Interviews ask one person deeply.
- Testing understanding means checking if you got it right.
- Record keeping means writing everything down.
You now know how to understand users. You know how to ask questions,
observe, empathise, and synthesise. You know how to create personas
and write problem statements. You know how to brainstorm and choose ideas.
These skills will help you design products that people really need.
You are now thinking like a designer. You can look at people and ask,
"What do they need? How can I help?" That is the heart of product design.
Frequently Asked Questions (10 Questions)
-
What is user research?
User research is learning about the people who will use your product.
-
Why is empathy important in design?
Empathy helps you understand how users feel. It helps you design
with heart.
-
What is a user persona?
A user persona is a made-up person who represents real users.
-
How do I write a problem statement?
Use this formula: [Who] needs a way to [what] because [why].
-
What is brainstorming?
Brainstorming is thinking of many ideas in a short time.
-
What is synthesis?
Synthesis is finding the most important ideas from your research.
-
What is a user journey map?
A user journey map shows all the steps a user takes when using
a product.
-
What is the difference between a survey and an interview?
Surveys ask many people short questions. Interviews ask one person
deep questions.
-
Why is observation important?
Observation shows you what people do, not just what they say.
-
How do I know if I understood the user correctly?
Test your understanding. Share your findings with users and ask,
"Did I get this right?"
Matching Exercises
Match the word on the left with its definition on the right.
| Word |
Definition |
| 1. User Research |
A. A made-up person who represents real users |
| 2. Empathy |
B. Learning about the people who will use your product |
| 3. Persona |
C. Finding the most important ideas from your research |
| 4. Problem Statement |
D. Understanding how someone else feels |
| 5. Brainstorming |
E. A clear sentence that describes the problem |
| 6. Synthesis |
F. Thinking of many ideas in a short time |
Answers: 1-B, 2-D, 3-A, 4-E, 5-F, 6-C
Scenario-Based Exercises
Scenario 1: The School Canteen
Your school canteen is always crowded. Students wait a long time
for food. Some students do not get food before break ends.
Questions:
- Who are the users?
- What research would you do?
- What questions would you ask?
- What would you observe?
- Write a problem statement.
- Brainstorm three solutions.
Scenario 2: The Water Problem
In a village, people walk 2 kilometres to fetch water.
They carry heavy buckets on their heads. It takes hours.
Questions:
- Who are the users?
- What research would you do?
- What would you observe?
- Create a persona for a typical user.
- Write a problem statement.
- Brainstorm three solutions.
Scenario 3: The Recharge Card Problem
Many people in Nigeria struggle to buy recharge cards.
Vendors are not always available. Scratch cards sometimes
do not work.
Questions:
- Who are the users?
- What research would you do?
- What questions would you ask?
- Create a user journey map.
- Write a problem statement.
- Brainstorm three solutions.
Group Activity
Activity: Design a Better School Bag
- Form groups of 4โ5 students.
- Each group does user research. Interview 5 students.
- Ask open questions: "What do you carry? What is hard
about your bag? What would make a bag better?"
- Observe students using their bags.
- Create a persona for a typical student.
- Write a problem statement.
- Brainstorm ideas for a better bag.
- Choose the best idea and sketch it.
- Present your findings and design to the class.
- Other groups give feedback.
Individual Activity
Activity: Observe and Research
- Choose one object in your home (e.g., a spoon, a chair, a bag).
- Observe how it is used. Watch someone use it.
- Ask them open questions about it.
- Write down three problems with the object.
- Create a persona for the user.
- Write a problem statement.
- Sketch three ideas to improve it.
- Choose the best idea and explain why.
- Share your work with your teacher or parent.
Mini Project
Project: Design a Useful Object for Your Community
- Identify a problem in your community. (Example: no place
to sit at the bus stop.)
- Do user research. Talk to 5 people. Observe the situation.
- Create a persona for a typical user.
- Write a problem statement.
- Brainstorm three possible solutions.
- Sketch your best solution.
- Build a prototype using cardboard, paper, or other materials.
- Test it with people in your community. Ask for feedback.
- Improve your prototype based on feedback.
- Present your project to your class or family.
Practical Assignment
Assignment: User Research Report
- Choose one product: a pen, a cup, a bag, or a chair.
- Do user research. Interview 3 people who use this product.
- Write a short report (1โ2 pages) that includes:
- Who are the users?
- What did you learn from your interviews?
- What did you observe?
- Create a persona for a typical user.
- Write a problem statement.
- Brainstorm three ideas for improvement.
- Choose the best idea and explain why.
- Draw your redesign.
- Submit your report and drawing to your teacher.
Key Takeaways
- User research is learning about the people who will use your product.
- Empathy is understanding how others feel.
- Personas are made-up people who represent real users.
- Problem statements describe the problem clearly.
- Brainstorming is thinking of many ideas.
- Synthesis is finding the most important ideas.
- User journey maps show all the steps a user takes.
- Surveys ask many people. Interviews ask one person deeply.
- Testing your understanding means checking if you got it right.
- Record keeping means writing everything down.
- Always start with the user. Always.
Classroom Discussion Questions
- Why is it important to understand users before designing?
- What is the difference between observation and asking questions?
- How can you practice empathy in your daily life?
- What makes a good question? Give an example.
- Why do we create personas?
- What is a problem statement? Can you write one for a problem
in your school?
- Why is brainstorming important?
- How do you choose the best idea from a list?
- What is a user journey map? How can it help designers?
- What did you enjoy most in this module?
Preparation for the Next Module
In Module Three, we will move from understanding users to creating
solutions. We will learn how to sketch, prototype, and test our ideas.
We will learn how to turn research into real products.
Before the next module, try this:
- Choose one problem in your home or school.
- Do user research. Talk to 3 people. Observe the situation.
- Write a problem statement.
- Create a persona for a typical user.
- Brainstorm 5 ideas for a solution.
- Bring your notes to the next class.
Get ready to dive deeper into the world of product design.
See you in Module Three!
End of Module Two: Understanding Users and Their Needs