Guerrilla UX Research Methods

1st Edition

Thrifty, Fast, and Effective User Experience Research Techniques


  • Russ Unger
  • Todd Zaki Warfel
  • Description

    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.

    Key Features

    *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


    UX professionals, developers or engineers involved in Agile, interaction designers, industrial designers, graphic designers, interface designers, managers, market researchers

    Table of Contents

    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?


    No. of pages:
    © 2012
    Morgan Kaufmann
    Print ISBN:
    Electronic ISBN: