Module Three: User Research and Problem Finding – Level Three
Module Three: User Research and Problem Finding – Level Three
Module Introduction
Welcome to Module Three! In Module Two, we learned what product design is. We discovered that design is about solving problems for people. But how do we know which problems to solve? How do we find out what people really need? That is what this module is all about.
In this module, we will learn how to talk to people, watch them, and ask good questions. We will learn how to find real problems that need solving. We will also learn how to understand the person who will use our product. This person is called the user. By the end of this module, you will be a problem-finding detective!
This module is written for beginners. Every new word is explained in a simple way. You will find stories, examples, pictures made with text, and fun activities. Let us begin our journey into user research and problem finding!
Learning Objectives
After finishing this module, you will be able to:
- Explain what user research means in your own words.
- Describe why it is important to understand users before designing.
- Ask good questions to find out what people need.
- Observe people to discover problems they may not talk about.
- Identify the difference between a real problem and a made-up problem.
- Create a simple user persona (a pretend description of your user).
- Use empathy to understand how other people feel.
- Find problems in your school, home, and community.
- Decide which problem is most important to solve.
- Write a clear problem statement.
Warm-up Story: The Shoe That Hurt
Once upon a time, in a town called Abeokuta, there was a boy named Tunde. Tunde loved football. He played every day after school with his friends. But there was one problem. His football boots were too small. They squeezed his toes and gave him blisters. Every time he played, his feet hurt.
One day, a shoe designer came to Tunde’s school. The designer said, “I want to make the best football boots in Nigeria.” He showed the children some sketches. The boots looked beautiful. They were shiny and had bright colours.
Tunde raised his hand. “Excuse me,” he said. “Will they be comfortable? My current boots hurt my feet.”
The designer looked surprised. “I did not think about comfort,” he said. “I only thought about how they look.”
Tunde’s question changed everything. The designer went back and talked to many children who played football. He watched them play. He measured their feet. He asked them what they liked and did not like. Then he designed new boots that were both beautiful and comfortable. Tunde was the first to try them. His feet did not hurt anymore.
That day, Tunde learned an important lesson: before you design anything, you must understand the people who will use it. You must talk to them, watch them, and listen to them. This is called user research. And that is what we will learn in this module.
Main Lessons
Lesson 1: What is User Research?
Definition: User research is the process of finding out what people need, want, and feel about a product. It means talking to people, watching them, and learning from them.
Why it is important: If you do not understand your user, you might design something that nobody wants or needs. User research helps you solve the right problem.
Simple explanation: Imagine you want to bake a cake for your friend’s birthday. Would you just bake any cake? No! You would ask your friend what flavour they like. You might ask if they have any allergies. You might find out what kind of cake they enjoy. That is user research. You are finding out what your friend needs before you bake.
Real-life example: Before making a new phone, companies like Samsung and Apple talk to thousands of people. They find out what people like about their current phones and what they do not like.
School example: Before designing a new school library, the head teacher might ask students what books they want to read and what kind of chairs they find comfortable.
Home example: Before buying a new sofa, your parents might ask everyone in the family what colour and size they prefer.
Nigerian example: Before opening a new buka (local restaurant), the owner might ask people in the area what kind of food they like to eat and what time they usually eat.
Illustration:
User Research Process
Ask Questions → Watch People → Listen Carefully → Understand Needs
Mini summary: User research is finding out what people need before you design. It is like being a detective for problems.
Lesson 2: Why Do We Need User Research?
Definition: User research helps us make products that people actually want and need.
Why it is important: Without user research, designers might waste time and money making something that nobody wants.
Simple explanation: Imagine you want to sell food at your school. You decide to sell only one thing: vegetable soup. But what if most students do not like vegetable soup? What if they prefer rice? If you had asked first, you would know what to sell. User research saves you from making mistakes.
Real-life example: A company once made a new drink without asking anyone. They thought it tasted great. But when they sold it, people did not like the taste. They lost a lot of money. If they had done user research, they would have known.
School example: If your class wants to organise a fun day, you should ask classmates what activities they enjoy. Otherwise, you might plan something boring.
Home example: If you are cooking dinner for your family, you should find out what everyone likes. Otherwise, someone might not eat.
Nigerian example: A tailor who wants to make clothes for a client should first ask about the style, fabric, and fit the client prefers. If the tailor just guesses, the client might not like the outfit.
Illustration:
Without User Research:
Designer thinks → Makes product → People don't like it → Waste!
With User Research:
Designer asks → Understands needs → Makes product → People love it!
Mini summary: User research helps you make products that people will love. It saves time, money, and effort.
Lesson 3: How to Ask Good Questions
Definition: Asking good questions means asking questions that help you learn what people really need.
Why it is important: Bad questions give you bad answers. Good questions give you useful information.
Simple explanation: Imagine you want to know what your friend wants for lunch. If you ask, “Do you want rice?” your friend can only say yes or no. But if you ask, “What would you like to eat for lunch?” your friend can tell you anything. The second question is better because it gives you more information.
Real-life example: A designer asks, “What is the most difficult thing about your morning routine?” instead of “Do you like brushing your teeth?” The first question helps them understand problems.
School example: A teacher asks, “What part of this topic is confusing?” instead of “Did you understand?”
Home example: Your mother asks, “What would you like for dinner?” instead of “Do you want beans?”
Nigerian example: A market seller asks, “What kind of tomatoes do you want?” instead of “Do you want tomatoes?”
Illustration:
Bad Question: "Do you like this?"
Good Question: "What do you like about this?"
Best Question: "Tell me about your experience with this."
Mini summary: Good questions are open. They let people share their thoughts and feelings.
Lesson 4: Open and Closed Questions
Definition: Closed questions can be answered with one word, like yes or no. Open questions need a longer answer.
Why it is important: Open questions give you more information. Closed questions are good for confirming facts.
Simple explanation: Think of a door. A closed door stops you from entering. A closed question stops you from getting a full answer. An open door lets you walk through. An open question lets people share their full thoughts.
Real-life example: A designer asks, “What do you think of this design?” (open) instead of “Do you like this design?” (closed).
School example: A teacher asks, “How did you solve this problem?” (open) instead of “Did you solve it?” (closed).
Home example: Your father asks, “What did you learn at school today?” (open) instead of “Did you learn anything?” (closed).
Nigerian example: A bus conductor asks, “Where are you going?” (open) instead of “Are you going to Lagos?” (closed).
Illustration:
Closed Question Open Question
---------------- ---------------
Do you like it? What do you like about it?
Is it good? How can it be better?
Are you happy? How do you feel?
Mini summary: Use open questions to learn more. Use closed questions to confirm.
Lesson 5: Watching and Observing
Definition: Observing means watching people carefully to see what they do and how they use things.
Why it is important: People do not always say what they really do. Watching can show you the truth.
Simple explanation: Imagine you ask your friend if they clean their room. They might say yes. But if you watch them, you might see that they never clean. Watching gives you real information.
Real-life example: A phone company watches people use their phones. They see that people hold their phones with one hand. So they design phones that are easy to use with one hand.
School example: A teacher watches students during an exam. They see which questions are hard because students spend more time on them.
Home example: Your mother watches you eat. She sees that you do not like vegetables. So she finds new ways to cook them.
Nigerian example: A market woman watches her customers. She sees that they always reach for the smaller bags of rice. So she starts selling more small bags.
Illustration:
Watch → See → Understand → Design Better
Mini summary: Watching people is a powerful way to learn. People show you more than they tell you.
Lesson 6: Empathy – Putting Yourself in Someone Else’s Shoes
Definition: Empathy means understanding how another person feels. It is like putting yourself in their shoes.
Why it is important: When you understand how someone feels, you can design something that truly helps them.
Simple explanation: Imagine your friend is sad because they lost their pencil. You feel sad too because you care about them. That is empathy. You are feeling what they feel.
Real-life example: A designer wants to make a walking stick for old people. They try walking with a stick themselves. They see how tiring it is. Now they understand how old people feel. They design a lighter stick.
School example: A student who is short cannot reach the top shelf in the library. The librarian tries to reach it too. She understands the problem. She moves the books to a lower shelf.
Home example: Your little brother cannot reach the tap to wash his hands. You try to reach it from his height. You understand. You put a small stool there.
Nigerian example: A designer wants to make a cooking pot for women who cook outside. She tries cooking with a heavy pot on an open fire. She feels how tiring it is. She designs a lighter pot with a handle that stays cool.
Illustration:
Empathy
You → Imagine being them → Feel what they feel → Design for them
Mini summary: Empathy is the heart of user research. When you feel what others feel, you design better.
Lesson 7: Finding Real Problems
Definition: A real problem is something that actually causes trouble for people. A made-up problem is something that is not really important.
Why it is important: You do not want to waste time solving a problem that nobody has.
Simple explanation: Imagine you want to design a new toy. You think, “What if children want a toy that can fly?” But when you ask children, they say they want a toy that can change colour. The flying toy is a made-up problem. The colour-changing toy is a real problem.
Real-life example: Many people complained that their phone batteries died too quickly. That was a real problem. Companies designed phones with longer battery life.
School example: Students complain that the school toilets are always dirty. That is a real problem. A made-up problem would be: students want golden toilets.
Home example: Your family complains that there is never enough space in the car. That is a real problem. A made-up problem would be: the car does not have a swimming pool.
Nigerian example: Many Nigerians complain about traffic in Lagos. That is a real problem. A made-up problem would be: people want roads made of gold.
Illustration:
Real Problem: "My shoes hurt my feet."
Made-up Problem: "My shoes don't have wings."
Solve real problems first!
Mini summary: Look for problems that cause real pain or trouble. Those are the ones worth solving.
Lesson 8: What is a User Persona?
Definition: A user persona is a pretend description of the person who will use your product. It includes their age, what they like, what they need, and what problems they have.
Why it is important: A persona helps you remember who you are designing for. It makes the user feel real.
Simple explanation: Imagine you are designing a backpack for students. You create a persona: “My user is Amara. She is 13 years old. She walks to school every day. She carries books, a water bottle, and a lunch box. She wants a backpack that is comfortable and has many pockets.” Now you know exactly who you are designing for.
Real-life example: A company making baby food creates a persona for a mother: “Mrs. Okafor is 30 years old. She has a 1-year-old baby. She is busy and wants food that is healthy and quick to prepare.”
School example: A teacher designs a lesson plan for a persona: “My student is Chidi. He is 12. He learns best by seeing pictures. He does not like reading long texts.”
Home example: Your family designs a garden. They create a persona: “My grandmother loves flowers but cannot bend down. So we will plant flowers in tall pots.”
Nigerian example: A fashion designer creates a persona: “My customer is a young woman in Abuja. She works in an office. She wants clothes that are stylish but comfortable for the hot weather.”
Illustration:
User Persona Card
Name: Amara
Age: 13
Lives: Enugu
Likes: Football, music, fashion
Needs: A backpack that is comfortable and has many pockets
Problem: Her current bag hurts her shoulders
Mini summary: A user persona is a picture of your user. It helps you design with them in mind.
Lesson 9: Surveys and Interviews
Definition: A survey is a set of questions given to many people. An interview is a conversation with one person to learn more about their thoughts.
Why it is important: Surveys help you learn from many people quickly. Interviews help you learn deeply from one person.
Simple explanation: A survey is like giving a test to many students. An interview is like having a private talk with one student.
Real-life example: A company sends a survey to customers: “How satisfied are you with our service?” They also interview a few customers to get more details.
School example: The school wants to know what students think of the new timetable. They give a survey to all students. They interview a few students who have strong opinions.
Home example: Your family wants to choose a holiday spot. They ask everyone to write down their top three choices. That is a survey. Then they talk to each person to understand why. That is an interview.
Nigerian example: A politician wants to know what people in the community need. They send a survey to many people and interview community leaders.
Illustration:
Survey: Many people → Same questions → Quick answers
Interview: One person → Deep questions → Detailed answers
Mini summary: Surveys give you width. Interviews give you depth. Use both to understand your users.
Lesson 10: The Problem Statement
Definition: A problem statement is a clear sentence that describes the problem you want to solve.
Why it is important: A good problem statement keeps you focused. It tells you exactly what you are trying to fix.
Simple explanation: Imagine you want to build a house. You need a plan. The problem statement is like the first line of your plan. It says, “The problem is that the family has no place to sleep.”
Real-life example: A company writes: “The problem is that our customers find it hard to open our product packaging.” Now they know what to fix.
School example: “The problem is that students have no place to sit during break.” Now the school knows what to solve.
Home example: “The problem is that our kitchen is too small to store all our pots.” Now the family knows what to fix.
Nigerian example: “The problem is that farmers in this village have no way to keep their crops fresh.” Now the community knows what to solve.
Illustration:
Problem Statement Format:
The problem is that [who] has [what problem] because [why].
Example: The problem is that students have sore backs because their chairs are too small.
Mini summary: A problem statement is a clear sentence that describes what you want to solve.
Lesson 11: Choosing the Best Problem to Solve
Definition: Choosing the best problem means picking the problem that is most important and possible to solve.
Why it is important: You cannot solve every problem at once. You need to choose the one that matters most.
Simple explanation: Imagine your room is messy. You have many problems: clothes on the floor, books on the bed, and a broken lamp. Which problem should you solve first? The broken lamp, because you need light to clean the rest. Choosing the best problem means picking the most important one.
Real-life example: A hospital has many problems. They choose to solve the most urgent one first: “Patients wait too long for emergency care.”
School example: A school has many problems. They choose to solve the one that affects the most students: “There are not enough desks.”
Home example: Your family has many problems. They choose to solve the one that is most dangerous: “The roof leaks when it rains.”
Nigerian example: A community has many problems. They choose to solve the one that affects health: “The water pump is broken.”
Illustration:
Many Problems → Which is most important? → Which can we solve? → Choose one!
Important + Possible = Best Problem
Mini summary: Choose the problem that is most important and possible to solve.
Lesson 12: Learning from Users in Different Ways
Definition: There are many ways to learn from users. You can talk, watch, test, or ask them to draw.
Why it is important: Different people like to share in different ways. Some talk, some draw, some show.
Simple explanation: Imagine you want to know what your friend wants for their birthday. You could ask them (talk). You could watch what they play with (watch). You could show them pictures and see which one they like (test). You could ask them to draw their dream gift (draw).
Real-life example: A toy company asks children to draw their dream toy. The drawings give the designers new ideas.
School example: A teacher asks students to write, draw, or act out what they learned. This shows the teacher what students understand.
Home example: Your mother asks you to help her cook. She watches how you cut vegetables. She sees what you can do.
Nigerian example: A designer asks market women to show how they carry their goods. The women demonstrate. The designer learns what kind of bag they need.
Illustration:
Ways to Learn from Users:
Talk (Interview) → Watch (Observation) → Test (Try it) → Draw (Sketch)
Mini summary: Use different ways to learn from users. Some people talk, some show, some draw.
Lesson 13: Keeping Records of Your Research
Definition: Keeping records means writing down or drawing what you learned from users.
Why it is important: If you do not write it down, you will forget. Records help you remember and share your findings.
Simple explanation: Imagine you are a detective. You interview witnesses. If you do not write down what they say, you will forget. You need a notebook.
Real-life example: Designers carry notebooks and take photos during research. They write down important quotes and observations.
School example: During a science experiment, you write down what you see. That is keeping records.
Home example: When you go shopping, you write a list. That is keeping records.
Nigerian example: A tailor writes down the measurements of a customer. That is keeping records.
Illustration:
Research Notebook
Date: 5th May
Person: Amara, age 13
Said: "My bag hurts my shoulders."
Observed: She shifts the bag from shoulder to shoulder.
Idea: Design a bag with wider straps.
Mini summary: Always write down what you learn. Records help you design better.
Lesson 14: Putting It All Together – From Research to Design
Definition: Putting it all together means using your research to decide what to design.
Why it is important: Research is only useful if you use it to make something better.
Simple explanation: Imagine you are planning a party. You ask your friends what music they like, what food they want, and what games they enjoy. Now you use that information to plan the party. That is putting it all together.
Real-life example: A car company researches what families need. They find that families want more space. They design a bigger car.
School example: A school researches what students want in a library. They find that students want more comfortable chairs. They buy new chairs.
Home example: Your family researches what everyone wants for dinner. They find that everyone likes rice. They cook rice.
Nigerian example: A designer researches what Nigerian women want in a handbag. She finds that they want a bag that can carry a phone, money, and a small umbrella. She designs a bag with special pockets for each item.
Illustration:
Research → Understand → Decide → Design → Test → Improve
Mini summary: Use your research to guide your design. Research without action is wasted.
Lesson 15: Becoming a Problem-Finding Detective
In this module, you have learned how to be a problem-finding detective. You have learned to ask questions, watch people, feel empathy, find real problems, create personas, and write problem statements. These are the first steps in product design.
Remember Tunde from the warm-up story? He spoke up about his hurting feet. His words helped the designer make better boots. You can do the same. Look around you. Ask questions. Listen. Watch. You will find problems that need solving. And you can be the one to solve them.
Illustration:
Problem-Finding Detective
Look → Ask → Listen → Watch → Understand → Solve
Mini summary: You are now a problem-finding detective. Use your skills to find problems and make the world better.
Key Vocabulary
| Word | Simple Definition |
| User Research | Finding out what people need, want, and feel. |
| User | The person who uses a product. |
| Empathy | Understanding how another person feels. |
| Persona | A pretend description of your user. |
| Survey | A set of questions given to many people. |
| Interview | A conversation with one person to learn more. |
| Observation | Watching people carefully. |
| Problem Statement | A clear sentence describing the problem. |
| Open Question | A question that needs a longer answer. |
| Closed Question | A question that can be answered with yes or no. |
| Real Problem | A problem that actually causes trouble. |
| Made-up Problem | A problem that is not really important. |
| Records | Notes or drawings of what you learned. |
| Feedback | What people say about your product. |
Important Concepts
- User-Centred Research: Always start by understanding the user.
- Empathy: Feel what your user feels.
- Open Questions: Ask questions that let people share more.
- Observation: Watch what people do, not just what they say.
- Real Problems: Focus on problems that actually matter.
- Personas: Create a pretend user to guide your design.
- Problem Statement: Write a clear sentence about the problem.
- Research Records: Write down what you learn.
Step-by-Step Explanations
How to Do User Research (Step-by-Step)
- Decide what you want to learn: What problem are you trying to understand?
- Choose who to talk to: Who has this problem? Who is your user?
- Prepare your questions: Write open questions that will give you useful answers.
- Talk to people: Be kind, listen carefully, and do not interrupt.
- Watch people: Observe how they use products and what problems they face.
- Write down what you learn: Take notes, draw pictures, or record (with permission).
- Look for patterns: Do many people have the same problem?
- Create a persona: Describe your typical user in detail.
- Write a problem statement: Clearly describe the problem you want to solve.
- Use your research to design: Now you are ready to start designing!
Real-life Examples
Example 1: The OXO Good Grips Peeler – A designer noticed his wife, who had arthritis, struggled to peel vegetables. He watched her and felt empathy. He designed a peeler with a large, soft handle. It became a huge success.
Example 2: The Nike FlyEase – Nike designers talked to athletes with disabilities. They found that tying shoelaces was difficult for some. They designed shoes that can be put on with one hand.
Example 3: The Nigerian “Keke Napep” – Designers saw that many Nigerians needed cheap, short-distance transport. They researched the needs of commuters and drivers. They designed a small, three-wheeled vehicle that is affordable and easy to manoeuvre.
Nigerian Examples
- Local Tailors: They interview customers about style, fabric, and fit before sewing. This is user research.
- Market Women: They watch what customers buy and ask them what they need. They adjust their stock.
- Danfo Drivers: They observe where passengers wait and what routes they need. They adjust their routes.
- Buka Owners: They ask customers what food they like and what time they are hungry. They cook accordingly.
- Phone Repairers: They ask customers what problems they have with their phones. They learn what spare parts to stock.
Fun Examples Children Can Relate To
- Choosing a Video Game: You ask your friends what games they like before you buy one.
- Planning a Birthday Party: You ask your friends what cake flavour and games they want.
- Designing a Treehouse: You ask your friends what features they want: a rope ladder? A slide?
- Making a Comic Book: You ask your readers what characters they like best.
- Building a Fort: You ask your little brother what he wants inside the fort.
Everyday Examples
| Situation | User Research | Result |
| Buying a gift | Ask what the person likes | They love the gift |
| Cooking dinner | Ask family what they want to eat | Everyone eats happily |
| Arranging a room | Ask family how they use the room | The room works better |
| Choosing a movie | Ask friends what genre they like | Everyone enjoys the movie |
| Planning a trip | Ask travellers what they want to see | The trip is fun for all |
Parent Tips
- Encourage your child to ask questions about everyday problems: “Why is this difficult?”
- Help your child practise empathy: “How do you think that person feels?”
- Do simple surveys at home: “What should we cook this weekend?”
- Watch your child’s favourite shows and discuss the problems characters face.
- Praise your child when they notice problems and suggest solutions.
Interesting Facts
- The word “empathy” comes from the Greek word “empatheia,” which means “feeling inside.”
- Some companies pay people to test products and give feedback.
- The first user research for a product was done in the 1940s for the Jeep.
- Many successful products were designed because the designer had a personal problem. For example, the Dyson vacuum cleaner was invented because James Dyson was frustrated with his old vacuum.
- In Nigeria, some companies use radio shows to ask listeners what products they need.
Did You Know?
- Did you know that watching someone use a product for just 5 minutes can teach you more than asking them 10 questions?
- Did you know that the best designers are often the best listeners?
- Did you know that user research can be done with as few as 5 people?
- Did you know that some problems are so common that everyone has them, but nobody talks about them?
- Did you know that children are often the best problem finders because they are curious?
Remember This
- User research is about understanding people.
- Ask open questions to get more information.
- Watch what people do, not just what they say.
- Empathy means feeling what others feel.
- Find real problems, not made-up ones.
- A persona helps you remember your user.
- A problem statement keeps you focused.
- Write down everything you learn.
Common Mistakes
- Mistake: Asking only closed questions. Fix: Use open questions.
- Mistake: Only listening to your friends. Fix: Talk to many different people.
- Mistake: Assuming you know what people want. Fix: Ask and observe.
- Mistake: Ignoring people who are different from you. Fix: Include everyone in your research.
- Mistake: Not writing anything down. Fix: Keep a research notebook.
- Mistake: Trying to solve a made-up problem. Fix: Focus on real problems.
Best Practices
- Listen more than you talk.
- Be kind and respectful when asking questions.
- Observe people in their natural environment.
- Look for patterns across many people.
- Create a persona to guide your design.
- Write a clear problem statement.
- Use your research to make design decisions.
- Always get permission before recording or taking photos.
ASCII Illustrations, Diagrams, Flowcharts, Timelines, and Tables
Flowchart: User Research Process
[Decide what to learn] → [Choose who to talk to] → [Prepare questions]
|
V
[Talk and observe] → [Write down findings] → [Look for patterns]
|
V
[Create persona] → [Write problem statement] → [Start designing]
Timeline: Steps of User Research
Step 1: Define the problem
Step 2: Choose users
Step 3: Ask questions
Step 4: Observe
Step 5: Record
Step 6: Analyse
Step 7: Create persona
Step 8: Write problem statement
Diagram: Empathy Circle
EMPATHY
|
See | Feel
|
Hear | Say
|
THINK AND DO
Table: Open vs. Closed Questions
| Open Questions | Closed Questions |
| What do you like about this? | Do you like this? |
| How do you feel when...? | Are you happy? |
| Tell me about your experience. | Did you enjoy it? |
| What would make this better? | Is this good? |
| Why do you think that? | Do you agree? |
Table: Real vs. Made-up Problems
| Real Problem | Made-up Problem |
| My shoes hurt my feet. | My shoes don't have wings. |
| I can't reach the top shelf. | I want a shelf that talks. |
| The classroom is too hot. | The classroom should have a pool. |
| My bag is too heavy. | My bag should fly. |
Table: User Persona Example
| Attribute | Details |
| Name | Amara |
| Age | 13 |
| Location | Enugu, Nigeria |
| Likes | Football, music, fashion |
| Dislikes | Heavy bags, long walks |
| Needs | A comfortable backpack with many pockets |
| Problem | Her current bag hurts her shoulders |
Summary After Every Lesson
Each lesson in this module ended with a mini summary. Here is a quick recap of all lessons:
- Lesson 1: User research is finding out what people need.
- Lesson 2: User research helps us make products people love.
- Lesson 3: Good questions give you useful answers.
- Lesson 4: Open questions give more information than closed questions.
- Lesson 5: Watching people teaches you what they do.
- Lesson 6: Empathy is feeling what others feel.
- Lesson 7: Focus on real problems, not made-up ones.
- Lesson 8: A persona is a pretend description of your user.
- Lesson 9: Surveys learn from many; interviews learn deeply from one.
- Lesson 10: A problem statement clearly describes the problem.
- Lesson 11: Choose the most important and possible problem.
- Lesson 12: Learn from users in different ways.
- Lesson 13: Always write down what you learn.
- Lesson 14: Use research to guide your design.
- Lesson 15: You are a problem-finding detective.
End-of-Module Summary
In this module, we learned how to do user research. We discovered that before designing anything, we must understand the people who will use it. We learned how to ask good questions, observe people, feel empathy, find real problems, create personas, and write problem statements. We looked at examples from Nigeria and around the world. We also learned that user research is like being a detective – you look for clues, ask questions, and listen carefully. Now you have the skills to find problems that need solving. In the next module, we will learn how to turn those problems into design ideas.
Frequently Asked Questions
- What is user research? It is finding out what people need, want, and feel about a product.
- Why is user research important? It helps you design products that people actually want and need.
- What is an open question? A question that needs a longer answer, not just yes or no.
- What is a persona? A pretend description of your user.
- What is empathy? Understanding how another person feels.
- How many people should I talk to? Even 5 people can give you useful information.
- What is a problem statement? A clear sentence that describes the problem you want to solve.
- What is the difference between a real and a made-up problem? A real problem causes actual trouble; a made-up problem is not important.
- Do I need to write everything down? Yes, records help you remember and share your findings.
- Can kids do user research? Yes! You can ask friends, family, and classmates questions.
Matching Exercises
Match the word in Column A with its definition in Column B.
| Column A | Column B |
| 1. Empathy | A. A pretend description of your user |
| 2. Persona | B. Understanding how another person feels |
| 3. Survey | C. A clear sentence describing the problem |
| 4. Problem Statement | D. A set of questions given to many people |
| 5. Observation | E. Watching people carefully |
Answers: 1-B, 2-A, 3-D, 4-C, 5-E
Scenario-based Exercises
- Scenario: Your school canteen is always crowded. Task: Do user research. Who will you talk to? What questions will you ask? What problem statement can you write?
- Scenario: Your little sister cannot reach the light switch. Task: Observe her. What is the real problem? Write a problem statement.
- Scenario: Your friends complain that their phone batteries die too fast. Task: Create a persona for one of your friends. What does this person need?
Group Activity
Title: Find a Problem in Your School
Instructions: In groups of 4, walk around your school. Look for problems. Ask students questions. Watch how people use things. Write down what you find. Then, as a group, choose the most important problem. Write a problem statement. Present your findings to the class.
Individual Activity
Title: My User Persona
Instructions: Think of a person you know well (a friend, a family member, or yourself). Create a user persona for them. Write their name, age, likes, dislikes, needs, and a problem they have. Draw a picture of them if you like.
Mini Project
Project: Research a Problem at Home
Steps:
- Choose a room in your home.
- Watch how your family uses the room.
- Ask them what problems they have in that room.
- Write down what you learn.
- Create a persona for one family member.
- Write a problem statement.
- Share your findings with your family.
Practical Assignment
Assignment: Interview three people about a product they use every day (e.g., a phone, a bag, a shoe). Ask them:
- What do you like about this product?
- What do you not like about it?
- What would make it better?
Write down their answers. Look for patterns. Write a short report on what you learned.
Key Takeaways
- User research is about understanding people.
- Ask open questions to learn more.
- Watch what people do, not just what they say.
- Empathy helps you design for others.
- Find real problems, not made-up ones.
- A persona helps you remember your user.
- A problem statement keeps you focused.
- Write down everything you learn.
- Use your research to guide your design.
- You can be a problem-finding detective!
Classroom Discussion Questions
- Why is it important to talk to users before designing?
- What is the difference between an open and a closed question?
- How can watching someone teach you more than asking them?
- What does empathy mean to you?
- Can you give an example of a real problem and a made-up problem?
- Why do we create user personas?
- What is a problem statement, and why is it useful?
- How do you choose which problem to solve first?
- What are some ways to learn from users?
- Why is it important to write down your research findings?
Preparation for the Next Module
In Module Four, we will learn how to turn problems into design ideas. We will learn how to brainstorm, sketch, and create prototypes. To prepare, think about a problem you found during your research. Bring your problem statement and your user persona to the next class. We will use them to start designing!
Transition to Module Four
Congratulations! You have completed Module Three: User Research and Problem Finding – Level Three. You now know how to find real problems and understand users. In Module Four, we will take the next step: turning those problems into creative design solutions. Get ready to brainstorm and build!