Discovery is a preliminary phase in the UX-design process that involves researching the problem space, framing the problem(s) to be solved, and gathering enough evidence and initial direction on what to do next.
Discoveries are crucial to setting design projects off in the right direction by focusing on the right problems and, consequently, building the right thing.
A discovery should result in the following:
Well-done discoveries ensure that any solutions proposed later are desirable to users, viable for the organization, and feasible with the available technology.
A discovery starts broad and requires team members to investigate the context of the problem. The double-diamond diagram introduced by the UK Design Council — and reproduced below — illustrates the high-level process of a discovery: first, the team expands its understanding of the problem by researching its full context; armed with this knowledge, the team agrees on what the problem is, before moving to the next phase of ideating and testing in the Develop stage.
A discovery is needed anytime there are many unknowns that stop a team from moving forward. Moving forward on only assumptions can be risky, as the team may end up solving a problem that doesn’t really matter — wasting time, money, and effort.
A discovery might also be needed when the team is not aligned with what it wants to achieve.
Discoveries are often carried out differently depending on the type of problem the team needs to investigate. Below are some examples of instigators:
There are many different types of activities that could be carried out in a discovery. Here are a few that are performed in most discoveries.
Research helps us learn new things about a domain. This type of research is known as generative or exploratory because it generates new, open-ended insights. By carrying out this research, we learn about the problem space (or the opportunity space). Discovery does not (typically) involve testing a hypothesis or evaluating a potential solution.
At the beginning of a discovery, the research topic might be extremely broad, whereas later it narrows in on those aspects of the problem space that have the most unknowns or present the greatest opportunities.
Common exploratory research methods include user interviews, diary studies, and field studies with a representative group of users. Surveys can also be used to gather data from a larger group of users; the data can be triangulated with qualitative insights from other methods.
Stakeholders often have unique knowledge, insight, and data about internal, backstage processes and the users who interact with them. Interviewing stakeholders provides an additional layer of insight that helps the team understand the scale of the problem and the viability of later solutions.
Interviewing key people in the organization can provide you with an understanding of:
In addition to interviewing stakeholders, including key stakeholders in the discovery process or having them weigh in throughout not only facilitates further buy-in, it also provides more insights.
Workshops align team members and stakeholders and are a useful tactic for discovery. Some workshops commonly used in discoveries include:
Kickoff workshop. A kickoff workshop occurs at the beginning of the discovery and aims to create alignment on the objective of the discovery, and when it will be complete. It is normally attended by the client or key stakeholders who are invested in the discovery, as well as by the discovery team itself. It can also include agreement on the roles and responsibilities of each team member during the discovery.
Assumption-mapping workshop. Many teams bring in experts and conduct data-gathering activities in a workshop. They question the validity of certain ‘facts’ and identify the deep-rooted assumptions that need further exploration. Part of this workshop can also include prioritizing assumptions in terms of risk to the project’s outcome. The riskiest assumptions should be prioritized in terms of research activities.
Research-question–generation workshop. This workshop is similar to the assumption-mapping workshop, and the two are often combined; the team discusses what the unknowns are and drafts research questions. The research questions can be prioritized in terms of their importance and how well they will work to gather the knowledge needed to move forward.
Affinity-diagramming workshop. After performing exploratory user research — such as user interviews, contextual inquiry, and diary studies — insights and observations are transferred to sticky notes and the team works to affinity-diagram them to uncover themes around problems, causes, symptoms, and needs.
Mapping workshop. The team plots insights from user research and other investigations into a map of the problem space, customer experience, journey, or service. The map is used to create alignment, to identify gaps that need further research, and to highlight major opportunities.
Ideation workshop. This workshop takes place at the end of the discovery. Once the team has performed the necessary research, the team crafts ideation statements like How-Might-We’s based on the problems or insights it has uncovered and uses them to generate solution ideas to explore going forward.
Discovery is best performed by a small multidisciplinary team Ideally, team members are dedicated full-time to the project and are collocated when working in person. Depending on the scale of the problem and the discovery activities, the number of people involved and the type of roles they play may vary. However, it’s a good idea to keep the team small; between 3 and 7 members is ideal.
Key roles include:
In addition to these roles, there could be many others, including business analysts who research business processes, visual designers who explore branding, or interaction designers who work on developing appropriate design principles. It’s best if the team agrees to specific roles and responsibilities at the beginning of the discovery.
At the end of the discovery, the team has a detailed understanding of the problem and what outcomes to aim for, as well as where to focus its efforts. They may also have some high-level ideas for solutions that they can take forward and test. In some cases, the end of a discovery might be a decision not to move forward with the project because, for example, there isn’t a user need.
Discovery isn’t about producing outputs for their own sake. However, the following might be produced to help the team organize learnings about the problem space and users:
A discovery is a preliminary phase of a design project. It can be initiated by many different kinds of problems, involve different-size teams, and include many research or workshop activities. However, all discoveries strive to gain insight into a problem space and achieve consensus on desired outcomes.
UK Design Council’s Double Diamond Model: What is the framework for innovation? Design Council's evolved Double Diamond.
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