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Insights Industry News
January 25, 2018
Adoption of user experience & accessibility for higher engagement.
Editor’s Note: This post is part of our Big Ideas series, a column highlighting the innovative thinking and thought leadership at IIEX events around the world.
At this time in Market Research, we have just a handful of people who are consciously looking at participant User Experience and accessibility but this is by far not enough.
Everyone involved in market research should be a user experience expert.
In my world of designing games, I meet user experience experts often; they come in the form of consultants, or it’s an integral part of their role (perhaps as a game designer, a gamification strategist, or an app designer). Either way, these people combine two fields of knowledge to create what I’m calling the ‘venn diagram of user engagement’ because on the one side, these experts bring their vast knowledge and experience in their field and combine that with their knowledge of best user experience and accessibility practices, to produce the highest possible user engagement.
So why isn’t this on the radar in Market Research? Why isn’t this already part of the discussion, or indeed, a subject we hear about at our industry conferences?
Because historically, user experience and accessibility practices have been in the ‘creative’ domain; designing games, designing apps, designing websites, designing any kind of digital experience really. But researchers must realise we are providing digital experiences; we are providing research experiences. And how we provide such experiences is (at least in the UK) a government requirement.
For about a decade (the guidelines have been updated recently) what are called Web Content Accessibility Guidelines (or WCAG) have been available. Developed by authors from Google, three universities and W3C, these guidelines are based on four design principles:
If we researchers did not know about these principles before, we have to know and adhere to these now more than ever.
With the adoption of new software and hardware in research, not only do we have to build ethical practices for these (consider that as yet, we do not have any ethical guidelines for the use of VR as a research instrument) but must build user experience and accessibility practices which are sympathetic to the technology we use, and adhere to WCAG.
A small example: in the UK, 1 in 12 males are colour-blind. How colour-blind people experience, for example, your research stimulus – be it the video content or even just accessing your company website, could be an easy experience or a frustrating experience, depending on the design and colour palette used.
So what can you do?
More links:
Colour Blind Awareness recommend this site: http://www.vischeck.com/ to check your own photos etc. and convert them to colour-blind vision, while Daltonise corrects the image: http://www.vischeck.com/daltonize/ .
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