Discovery

We design based on the needs and requirements of our users. All our design decisions are based on data, not assumptions, which enables us to deliver services and products that offer real value to our users.

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Understanding what our members and customers are trying to achieve and how they engage with ICAEW products is a crucial grouping of user centred design. The discovery team uses a blend of quantitative and qualitative research techniques to ensure that ICAEW develops engaging and useful products and services for our members and other customers.

Qualitative methods look at non-number related data, using imperative approaches to understand people’s, feelings, motivations, user behaviours and observing interaction with products and services. This research is usually transformed into themes and traits, which informs design decisions. However, data can be quantified into numbers for easy analysis.

On the other side of the discovery spectrum, there is quantitative research, which is predominantly numerical data extracted from user experiences and analytical behaviours of our website. This approach is used to put a number on interactions and compare data in a larger format. It is also a useful way to measure business goals and KPI’s.

Qualitative & Quantitative are complimentary - the quantitative research tells us the what’s and the where’s, while the qualitative digs deeper to understand the why’s and the how’s. Quite often a multi-method approach is taken, combining research to develop a holistic view. This enables the team to fully explore insights and data before deciding upon solutions.

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Discover

The discover phase involves understanding what our members and non-members are trying to achieve and how they are trying to do it, independent of any product, service or project. We use a number of research techniques to build understanding, including:

Member & Non-member interviews

Interviews can take place in person or remotely, the interview format is usually a blend of open-ended and behaviour-based questions, which allows the interviewee to expand on their experiences beyond ICAEW.

Why?

Interviews allow the UX discovery team to develop a greater understanding of who ICAEW’s members and non-members are. Bringing to light this information helps the Discovery team build a journey of them so that the team can create suitable digital solutions.

Quantitative user research

Quantitative user research is used to measure aspects the user, along with user behaviour that is used for statistical analysis. We use several analytical tools to help us achieve this.

It is key the team can remain unbiased with the data so that we are able to provide a clear and concise hypothesis.

Why?

Being able to make changes based on data and experience allows the organisation to amend content, create and/or make decisions with information that supports or confirms their concerns. In all quantitative user research helps the organisation to be more informed and in-tuned with our users.

Competitive reviewing

At the start of a project, the UX Discovery team will take a look at what alternatives are available in the marketplace. They may look at particular websites, apps, non-digital solutions or even non-solutions.

Why?

Reviewing the market at an early stage allows the Discovery team to gain knowledge of the area, inspiration and to identify if there are any holes in content or functionality. A minimal review at this stage may build requirements for more in-depth competitor analysis.

Qualitative and Quantitative Surveys

Surveys are an effective way of gathering large feedback on our website. Using a mixture of open and closed questions so that we can gather both easy to visualize data along with behavioural data.

Why?

Live feedback on our website or digital product is vital for gaining a higher level look-in from our members and non-members, this allows us to make any necessary changes and track the websites progression over time.

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Explore

This phase can happen at any point within a project, it mainly follows the discovery phase. Addressing the projects needs and objectives further so that it can meet the user’s needs is an important stage for creating digital solutions.

Competitor analysis

An in-depth competitor analysis looks at direct and non-direct competitors’ solutions to the user jobs identified above. At the start, guidelines are defined, so that the researcher can go through all the alternatives and raise any issues or best practices. The issues are then calculated and compared.

Why?

They can help determine new functionality or future development, reducing risk and adding value to our digital services.

Personas

The goal of persona research is to understand the emotional and behavioural drivers of different types of users that interact with ICAEW. The information within them is derived from real data, usually from interviews and diary studies. They are then categorised into persona groups or segments of our audiences. Although one persona can represent many, persona characters will have similar lifestyle choices, careers and goals.

Why?

Continually segmenting our audiences like this and understanding their differences allows ICAEW’s digital team to make sure they are not designing and building digital solutions as a one-size-fits-all and expecting it to suit everyone. As our audience base changes, so do the personas, the team must continue to evolve and adapt them.

Journey mapping

This approach allows the UX team to visually map out what ICAEW members and non-members do. Mapping often looks into different touch points and experiences. This can highlight various touch points, digital offerings, physical aspects, the context of the user, any mental models, needs, challenges, goals and opportunities.

Why?

Journey mapping helps us see how the user is experiencing ICAEW’s services and products without focusing too much on specific projects. It enables the team to step-in-to-the-users-shoes and defines any improvements/ opportunities.

User stories

Stories are usually developed from the users perceptive. They can be created from current research or they can be created as assumptions, which are then later tested with members and non-members.

Why?

Just like journey mapping, user stories helps us empathise with the user.

Card sorting

This exercise is conducted away from the website and it asks users to evaluate how they navigate ICAEW’s website by looking at the information architecture as words only. Participants are asked to organise the cards (website headers or content items) into categories (website pages or higher level header items).

Why?

Evaluating the IA of ICAEW’s website makes sure the content and names of information are relevant to those that use it. It also helps make sure users are able to find information.

Tree Testing

Like the card sort, the aim of this technique is to test the findability of information within ICAEW’s website. The test is not done on the website instead simple test is shown and the participant will choose a path to answer a task given.

Why?

Measuring time on task, efficiency and where participants end up, allows the team to measure whether information and content on ICAEW’s website is being found and if not where do they go to find it.

Hotjar surveys and heat maps

Surveys and heat maps can be used for multiple purposes. Including; recruitment for research sessions, general feedback, polls and to analyse where people are looking on a particular page (Heatmaps).

Why?

Using online tools like this makes sure the UX team are agile in analysing users and reaching out to them in the most efficient way possible.

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Test

This stage is used to bring together assumptions and look how to validate them. Various methods can be used but it is important at this stage we work with our members and non-members.

Prototype feedback and testing

This activity can be carried out throughout any stage of a project's development. The prototypes may look very close to the end product or they could be a simple design, emphasising in on one element; such as a new icon or button.

In a research session, users are asked to give feedback and they are usually set a task so the researcher can watch and ask questions on certain things the participant says or does.

Why?

This is an essential process to help save time on resources and test anything new with our users making sure members and non-members help shape and build digital solutions, information and content.

Qualitative usability testing

This type of testing can take place in-field (in person) or remotely (another destination). The sessions can be moderated (with a researcher) or unmoderated (completed without a researcher). The testing can be carried out on the live website or a prototype. The team use online and offline tools to help gather qualitative data based on what the users do or can’t do. The test predominately involves tasks or activities whereby the user is asked to complete throughout. The researcher will monitor this and note any metrics which are predefined before the test.

Why?

Completing a usability test before a products completion saves time on resources and makes sure that the wrong product or service isn’t being developed. It is key the team the UX team develop with the user and follow a user-centred design cycle.

Benchmarking

This method is used to measure a particular web page(s) or products ICAEW create. It allows the team to measure-up against ourselves and compares to a competitor or by an entirely different industry.

Why?

Benchmarking is a way of discovering what is the best performance is achieved. Information can then be used to identify gaps in ICAEW's processes in order to achieve a competitive advantage.

Accessibility audit

Accessibility in UX is referred to, as designing and creating products and services that are usable for people that have a disability. For example: running contrast checker on new designs to make sure that people that have visual impairments are able to perceive the information. This can be checked using various different online tools.

Why?

It is important we ensure that there are no barriers that prevent interaction with our site or digital products. Making digital solutions suitable and universal for everyone to use.

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Review

Listening to people, keeping a record of insights and data is an important process the UX Discovery team maintain. Looking at trends and patterns helps the UX team define issues, making it easier to communicate with the wider organisation.

Product Analytics

By including tracking capability across the digital platforms, they are able to understand how users interact with our products & services. Using a number of tools to do this, including Google Analytics.

Why?

Quantitative analysis of actual product performance allows the team to confirm or refine hypotheses and ensure that the services we deliver to members help them complete the jobs they’re trying to complete.

Expert reviewing

This method takes place after usability testing. It focuses on a websites’ interface of a project. A group of experts are set a list of requirements they can individually or as a team systematically go through to make sure the interface is abiding by UX best practices and principles.

Why?

Taking a step back and referring to UX best practices is a good way of identifying issues, development areas, and areas not to change.

Feedback reviews/ reports and recommendations

Depending on the format of the project, a report or review will be put together to illustrate findings from any of the methods reported above and recommend how to fix issues.

Why?

Reporting the information and documenting it enables other departments and teams to understand the information in a presented format, highlighting what needs to be looked at first and as a discussion point within a project.