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B2.1.03 Primary Research

Primary research involves the collection of first-hand data relevant to the design context.

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Design in Practice

B2.1 The design process

By the end of this topic, you should be able to...

apply primary research methods to gather first-hand data (user observations, interviews, surveys, questionnaires, focus groups, material testing and product analysis) and analyse the data to establish user requirements and design specifications, develop a persona and suggest further developments of a solution.

Guiding Question

How do designers approach problem-solving?

What Is Primary Research?


In B2.1.2 we established that primary research is information you collect directly and yourself — first-hand data gathered specifically for your design project. But knowing what primary research is and knowing how to actually do it are two very different things.

This page is about doing primary research. It is about going out into the world, engaging with real people, testing real products, and gathering real information that will shape your design decisions.


Think of primary research as the designer's fieldwork. Just as a scientist goes into a laboratory to gather evidence, a designer goes into the world — into homes, public spaces, shops, and communities — to gather evidence about human needs.



The Seven Primary Research Methods


What is it?

User observation means watching people interact with products, environments, or systems without interfering. You simply observe, record, and analyse what you see.


There are two approaches:


  • Passive observation — watching without the participant knowing they are being studied (in public spaces)

  • Facilitated observation — watching a participant perform specific tasks while you note what happens


What does it tell you?

Observation reveals what people actually do — which is often very different from what they say they do in interviews. It uncovers unconscious habits, workarounds, and frustrations that users themselves may not be aware of.


What to record:

  • What actions does the user perform?

  • Where do they hesitate or struggle?

  • What workarounds do they use?

  • What do their body language and expressions reveal?


Real-World Example:

When the design firm IDEO was tasked with improving hospital patient experiences, their researchers spent days simply observing patients in wards. They noticed that patients spent most of their time staring at ceiling tiles — because they were lying flat in beds. This simple observation led to a complete rethinking of ceiling and overhead design in medical environments, improving patient wellbeing significantly.

Universal Design Connection: Observing people with diverse physical abilities using the same product often reveals design barriers invisible to able-bodied designers.

What is it?

An interview is a structured or semi-structured conversation between the designer and a user, client, or expert. It is one of the most powerful primary research tools because it allows the designer to ask follow-up questions and explore unexpected responses.


Types of interviews:


  • Structured — fixed questions asked in a fixed order (easier to compare responses)

  • Semi-structured — prepared questions but with freedom to explore interesting responses

  • Unstructured — open conversation guided by themes rather than specific questions


What does it tell you?

Interviews generate rich qualitative data — the stories, feelings, frustrations, and desires behind human behaviour. They reveal the why behind the what.


Tips for effective design interviews:


  • Ask open-ended questions — questions that cannot be answered with just "yes" or "no"

  • Listen more than you talk

  • Ask "Can you tell me more about that?" when something interesting emerges

  • Never lead the participant toward a particular answer


Real-World Example:

When OXO designers interviewed elderly users and people with arthritis about their kitchen experiences, one participant said: "I feel embarrassed when my grandchildren have to open jars for me." This single qualitative insight — gathered through a simple interview — revealed that the design problem was not just physical but deeply emotional. It shaped OXO's entire design philosophy around dignity and independence.

What is it?

A survey is a set of written questions distributed to a larger group of people to gather data about opinions, behaviours, or experiences. Surveys are typically completed independently by participants, either on paper or digitally.


What does it tell you?

Surveys are excellent for gathering quantitative data from many people quickly — percentages, ratings, and frequencies that reveal patterns across a user group.


Effective survey design:


  • Keep questions clear and unambiguous

  • Use rating scales (e.g. 1–5) for measurable responses

  • Include a mix of closed questions (for quantitative data) and open response boxes (for qualitative data)

  • Test your survey with one person before distributing widely


Real-World Example:

When transport authorities in several European cities were redesigning public bus systems for universal accessibility, they distributed surveys to thousands of commuters across different age groups and ability levels. The quantitative data revealed that 62% of elderly users avoided bus travel specifically because of difficulty boarding — a finding that directly justified investment in low-floor, kneeling bus technology.

What is the difference between a survey and a questionnaire?

The terms are often used interchangeably, but in design research there is a useful distinction:


Survey

Questionnaire

Purpose

Broad data collection across a large group

Specific, targeted questions for a defined user group

Length

Can be extensive

Typically shorter and more focused

Format

Often statistical and comparative

Often used for specific product or experience feedback

A questionnaire in design research is typically a focused tool used to gather specific feedback about a product, prototype, or user experience — often used after a user has tested something.


Real-World Example:

After users tested early prototypes of the Microsoft Adaptive Controller, the design team distributed focused questionnaires asking specific questions about button placement, cable management, and surface texture. The targeted responses directly informed the next iteration of the design.

What is it?

A focus group brings together a small group of target users (typically 5–8 people) for a facilitated discussion about a design problem, existing product, or proposed solution.


What does it tell you?

Focus groups generate rich qualitative data through group interaction — participants respond to each other's ideas, generating insights that would not emerge in individual interviews. They reveal shared experiences, common frustrations, and collective values.


Running an effective focus group:


  • Recruit participants who represent your target user group

  • Prepare open discussion questions in advance

  • Encourage all voices — not just the loudest

  • Record the session (with permission) for later analysis


Real-World Example:

When Dyson was developing their lightweight vacuum cleaners targeted at older users with reduced strength and mobility, focus groups with elderly participants revealed something unexpected — users were not just concerned about the weight of the product, but about the fear of dropping it and causing damage or injury. This insight led to design features including improved grip surfaces and protective bumper strips, not originally in the design brief.

What is it?

Material testing involves physically testing materials to understand their properties — strength, flexibility, weight, texture, durability, and comfort — in relation to your design requirements.


What does it tell you?

Material testing generates quantitative data about physical performance and qualitative data about sensory experience (how a material feels, looks, and behaves in use).


Types of material tests relevant to design:


  • Compression testing — how much force a material withstands before deforming

  • Flexibility testing — how far a material bends before breaking

  • Texture and grip testing — how well a surface can be held or gripped

  • Durability testing — how a material performs after repeated use


Real-World Example:

The signature soft, black rubber used on OXO Good Grips handles — called Santoprene — was selected after extensive material testing. The design team tested multiple rubber and polymer compounds for grip performance in wet conditions, compression under arthritic hand pressure, and durability over extended use. The material testing directly informed the final design specification for handle material.

What is it?


Product analysis involves systematically examining existing products to understand how they are designed, what they do well, where they fail, and what design opportunities they suggest.


Primary product analysis means you are physically handling and testing the product yourself — not just reading reviews online (which would be secondary research).


Frameworks for product analysis:

A useful framework for product analysis is ACCESS FM:

Letter

Aspect

A

Aesthetics — How does it look and feel?

C

Cost — How much does it cost and is it accessible to users?

C

Customer — Who is it designed for?

E

Environment — What are the environmental impacts?

S

Safety — Is it safe to use?

S

Size — Are the dimensions appropriate for the user?

F

Function — Does it do what it is supposed to do?

M

Materials — What is it made from and why?

Real-World Example:


When designers at Ergotron were developing adjustable monitor arms for universal workspace accessibility, they physically analysed competing products — testing their adjustment mechanisms, measuring their range of motion, and evaluating their ease of use for people with limited upper body strength. This hands-on product analysis directly informed their design specification, revealing gaps in competitor products that became design opportunities.



Analysing Primary Research Data


Gathering data is only the first step. The real value of primary research lies in what you do with it. Analysis transforms raw data into design insight.


Sort your research findings by method and data type:


  • Group qualitative responses by theme

  • Tabulate quantitative data into charts or tables

  • Identify patterns, repetitions, and surprises

Ask yourself:


  • What do most users struggle with?

  • What emotional responses appear repeatedly?

  • What physical requirements does the data reveal?

  • What unexpected insights emerged?

User requirements are specific statements about what the design must do, based on research evidence. They form the foundation of your design specification.

Example: "Research with elderly users revealed that 74% experienced difficulty gripping cylindrical handles under 30mm in diameter. The design must therefore provide a grip diameter of at least 40mm with a non-slip surface."

Notice how this user requirement is:


  • Evidenced — based on specific research data

  • Specific — gives a measurable criterion

  • User-centred — rooted in a real human need

Your design specification is a comprehensive list of criteria your design solution must meet, derived directly from your research findings. It transforms user requirements into measurable, testable design criteria.


A strong design specification includes criteria relating to:


  • Function — what the product must do

  • User — who it must work for and how

  • Ergonomics — physical dimensions and interaction requirements

  • Materials — performance requirements for materials

  • Safety — safety standards the product must meet

  • Aesthetics — visual and sensory qualities

  • Sustainability — environmental requirements

💡 Key principle: Every criterion in your design specification should be traceable back to a research finding. If you cannot explain why a criterion is included, it should not be there.

A user persona is a fictional but research-based profile of a typical user. It synthesises your primary research findings into a vivid, human portrait that keeps the designer focused on real people throughout the design process.


A well-developed persona includes:


  • Name and photograph (fictional but representative)

  • Age, occupation, and lifestyle context

  • Physical characteristics relevant to the design

  • Goals and motivations — what they want to achieve

  • Frustrations and pain points — what currently fails them

  • A direct quote — a representative statement in their own voice


Example Persona: Universal Kitchen Design

Margaret, 72, retired teacherMargaret lives independently and takes great pride in cooking for her family. She has mild rheumatoid arthritis in both hands, making gripping and twisting difficult. She refuses to use products that look "medical" or draw attention to her condition."I just want to cook like I always have. I don't want tools that make me look like I can't manage."Goals: Independence, dignity, participation in family lifeFrustrations: Jar lids, thin-handled tools, packaging that requires two hands to open

This persona — built from real research data — gives the design team a human face to design for, ensuring that every decision is grounded in genuine user understanding.

Primary research often raises as many questions as it answers. Part of analysing your research is identifying gaps — areas where more research is needed, or where your findings point toward specific design directions that require further investigation.

Example: "Material testing revealed that rubber compounds provide superior grip in wet conditions. Further development should investigate the durability of rubber compounds under repeated dishwasher cleaning cycles to establish whether the material maintains its properties over the expected product lifespan."

This kind of analytical thinking demonstrates that your research is actively driving your design process forward.



Key Takeaway

Primary research is the designer's most direct connection to the people and problems they are designing for. By applying methods including user observations, interviews, surveys, questionnaires, focus groups, material testing, and product analysis, designers gather first-hand qualitative and quantitative data. When rigorously analysed, this data allows designers to establish clear user requirements, develop a comprehensive design specification, create a research-based user persona, and identify directions for further development. Primary research is not a formality — it is the foundation upon which every meaningful design decision is built.


Practical Application


Primary research is one of the most visible and heavily weighted components of your Internal Assessment (IA)


Primary Research Method

Your IA Application

User Observations

Observe your client or target users interacting with existing products or in the design context

Interviews

Interview your client and target users to understand needs, frustrations, and aspirations

Surveys / Questionnaires

Gather data from a broader group of target users; use questionnaires during prototype testing

Focus Groups

Facilitate a discussion with target users about existing products or your design proposals

Material Testing

Test materials relevant to your design solution for performance against specification criteria

Product Analysis

Physically analyse existing products using ACCESS FM or a similar framework



IA Criteria Connection


Criterion

Primary Research Connection

Criterion A — Analysis of a Problem

Primary research methods are used to gather evidence that defines the design problem, user requirements, and design specification

Criterion B — Conceptual Design

Research findings — particularly user personas and product analysis — inform and justify ideation directions

Criterion C — Development of a Prototype

Material testing and user feedback from questionnaires and observations inform iterative design decisions

Criterion D — Testing and Evaluation

Questionnaires and user observations are used to test the final prototype against the design specification

💡Student Tip

In your IA, show your raw research data AND your analysis. Include interview transcripts or summaries, survey charts, observation notes, and material test results. Then — critically — explain what each piece of research told you and how it changed or confirmed your design thinking. Examiners award marks for analysis, not just data collection.



Sources


Creswell, John W. Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. 4th ed., SAGE Publications, 2014.


International Baccalaureate Organization. Design Technology Guide. International Baccalaureate Organization, 2014.


Martin, Bella, and Bruce Hanington. Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions. Rockport Publishers, 2012.


Sanders, Elizabeth B.-N., and Pieter Jan Stappers. "Co-creation and the New Landscapes of Design." CoDesign, vol. 4, no. 1, 2008, pp. 5–18, doi:10.1080/15710880701875068.

Cross-reference: B2.1.5 for primary research feeding user persona development; B2.1.8 for research informing problem definition.


Linking Questions

  • What ergonomic considerations are important to be able to engage successfully with the design process? (A1.1)

  • How do design technology students ensure they engage with user-centred research methods? (A2.1)

  • To what extent are the goals of the design process aligned with the goals of a user-centred design (UCD) process? (B1.1)

  • To what extent does the model, test, refine cycle require full engagement with modelling and prototyping at several levels of fidelity? (B2.2)

  • Which aspects of the design process require engagement with material selection? (B3.1)

  • How do the requirements of the design process ensure students are addressing the responsibility of the designer? (C1.1)

  • Why is product analysis and evaluation important in the design process? (C3.1)

  • To what extent does the design process require the exploration of design for manufacture strategies? (C4.1)

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