DUBLIN--(BUSINESS WIRE)-- Research and Markets (http://www.researchandmarkets.com/research/g46lgx/guerrilla_ux) has announced the addition of Elsevier Science and Technology's new book "Guerrilla UX Research Methods. Thrifty, Fast, and Effective User Experience Research Techniques" to their offering.
As a UX practitioner, you know the steps to take, the money to spend, and the time to allocate to each research project. But often times your clients don't understand the importance of the research, and the economy can always factor into the budget and timeframe. Where as the perfect UX research project may take months, sometimes you are only given weeks. The problem: how do you manage a successful, accurate project given all those restrictions? Guerrilla Research Methods provides a number of low-cost, powerful, and reliable research methods to help you solve any problem that arises in time- or budget-sensitive projects. It aids in making informed design decisions when projects have time and budget restrictions. It's written by experienced, highly respected practitioners, Russ Unger, author and editor of Boxes and Arrows, and Todd Zaki Warfel, Principle Design Research at Messagefirst, who provide you with the information you need to make a successful UX research project, no matter the restriction.
- Provides you with a number of low-cost, efficient, and reliable user research methods -- grounded in traditional UX methodology -- for projects that are short on money and time
- Helps determine which method is best for their project, presents valuable how-tos to execute it, and explains how ultimately to incorporate the results into their designs
- Presents real world success stories, giving you tips on showing clients and managers how these methods provide measurable ROI
Key Topics Covered:
Chapter 1: Introduction
Chapter 2: What is Guerrilla Research?
Chapter 3: Rule ---1: Audience and Intent
Chapter 4: Crowdsourcing: Who Do You Know?
Chapter 5: Hitting the Streets
Chapter 6: Rapid Iterative ProtoSketching (RIPS)
Chapter 7: Design Studio
Chapter 8: Design the Box
Chapter 9: Bodystorming
Chapter 10: Remote Research and Testing
Chapter 11: A/B Testing
Chapter 12: Mobile and Gestural Devices
Chapter 13: Where Do We Go from Here?
For more information visit http://www.researchandmarkets.com/research/g46lgx/guerrilla_ux
Source: Elsevier Science and Technology
Source: Research and Markets