# User Experience, User Research

Published articles for User Experience, User Research.

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## User Research Is Storytelling

DevFeed: [User Research Is Storytelling](<https://devfeed.tech/articles/user-research-is-storytelling-4323.md>)

Original publisher: [Read original article](<https://alistapart.com/article/user-research-is-storytelling/>)

Author: by Gerry Duffy

Published: 2024-05-30T18:04:43Z

Content type: article

Language: en

Sources: [A List Apart: The Full Feed](<https://devfeed.tech/sources/a-list-apart-the-full-feed.md>)

Topics: [User experience (UX)](<https://devfeed.tech/topics/ux.md>), [User Experience](<https://devfeed.tech/topics/user-experience.md>)

Tags: [best-practices](<https://devfeed.tech/tags/best-practices.md>), [research](<https://devfeed.tech/tags/research.md>), [user-experience](<https://devfeed.tech/tags/user-experience.md>), [user-experience-user-research](<https://devfeed.tech/tags/user-experience-user-research.md>), [user-research](<https://devfeed.tech/tags/user-research.md>), [ux](<https://devfeed.tech/tags/ux.md>)

### AI overview

The article presents user research as storytelling. It recommends using a three-act structure--setup, conflict, and resolution--to explain research, engage stakeholders, understand users' problems, and show how research informs design decisions.

### Source excerpt

Ever since I was a boy, I've been fascinated with movies. I loved the characters and the excitement--but most of all the stories. I wanted to be an actor. And I believed that I'd get to do the things that Indiana Jones did and go on exciting adventures. I even dreamed up ideas for movies that my friends and I could make and star in. But they never went any further. I did, however, end up working in user experience (UX). Now, I realize that there's an element of theater to UX--I hadn't really considered it before, but user research is storytelling. And to get the most out of user research, you need to tell a good story where you bring stakeholders--the product team and decision makers--along and get them interested in learning more. Think of your favorite movie. More than likely it follows a three-act structure that's commonly seen in storytelling: the setup, the conflict, and the resolution. The first act shows what exists today, and it helps you get to know the characters and the challenges and problems that they face. Act two introduces the conflict, where the action is. Here, problems grow or get worse. And the third and final act is the resolution. This is where the issues are resolved and the characters learn and change. I believe that this structure is also a great way to think about user research, and I think that it can be especially helpful in explaining user research to others. Three-act structure in movies (© 2024 StudioBinder. Image used with permission from StudioBinder.). Use storytelling as a structure to do research It's sad to say, but many have come to see research as being expendable. If budgets or timelines are tight, research tends to be one of the first things to go. Instead of investing in research, some product managers rely on designers or--worse--their own opinion to make the "right" choices for users based on their experience or accepted best practices. That may get teams some of the way, but that approach can so easily miss out on solving users

## How to Sell UX Research with Two Simple Questions

DevFeed: [How to Sell UX Research with Two Simple Questions](<https://devfeed.tech/articles/how-to-sell-ux-research-with-two-simple-questions-4303.md>)

Original publisher: [Read original article](<https://alistapart.com/article/how-to-sell-ux-research/>)

Author: by Sophia V. Prater

Published: 2021-10-21T14:00:00Z

Content type: article

Language: en

Sources: [A List Apart: The Full Feed](<https://devfeed.tech/sources/a-list-apart-the-full-feed.md>)

Topics: [User experience (UX)](<https://devfeed.tech/topics/ux.md>), [Interaction Design](<https://devfeed.tech/topics/interaction-design.md>), [User interface design](<https://devfeed.tech/topics/ui-design.md>)

Tags: [article](<https://devfeed.tech/tags/article.md>), [design](<https://devfeed.tech/tags/design.md>), [interaction-design](<https://devfeed.tech/tags/interaction-design.md>), [user-experience](<https://devfeed.tech/tags/user-experience.md>), [user-experience-user-research](<https://devfeed.tech/tags/user-experience-user-research.md>), [user-research](<https://devfeed.tech/tags/user-research.md>), [ux](<https://devfeed.tech/tags/ux.md>)

### AI overview

This article explains how to use two questions--what the objects are and how they relate--to help stakeholders recognize risky assumptions, hidden complexity, and the need for UX research. It presents ORCA, an iterative methodology for turning research into a structural foundation for object-oriented UX, screen design, and interaction design.

### Source excerpt

Do you find yourself designing screens with only a vague idea of how the things on the screen relate to the things elsewhere in the system? Do you leave stakeholder meetings with unclear directives that often seem to contradict previous conversations? You know a better understanding of user needs would help the team get clear on what you are actually trying to accomplish, but time and budget for research is tight. When it comes to asking for more direct contact with your users, you might feel like poor Oliver Twist, timidly asking, "Please, sir, I want some more." Here's the trick. You need to get stakeholders themselves to identify high-risk assumptions and hidden complexity, so that they become just as motivated as you to get answers from users. Basically, you need to make them think it's their idea. In this article, I'll show you how to collaboratively expose misalignment and gaps in the team's shared understanding by bringing the team together around two simple questions: What are the objects? What are the relationships between those objects? A gauntlet between research and screen design These two questions align to the first two steps of the ORCA process, which might become your new best friend when it comes to reducing guesswork. Wait, what's ORCA?! Glad you asked. ORCA stands for Objects, Relationships, CTAs, and Attributes, and it outlines a process for creating solid object-oriented user experiences. Object-oriented UX is my design philosophy. ORCA is an iterative methodology for synthesizing user research into an elegant structural foundation to support screen and interaction design. OOUX and ORCA have made my work as a UX designer more collaborative, effective, efficient, fun, strategic, and meaningful. The ORCA process has four iterative rounds and a whopping fifteen steps. In each round we get more clarity on our Os, Rs, Cs, and As. The four rounds and fifteen steps of the ORCA process. In the OOUX world, we love color-coding. Blue is reserved for objec