Environment is everything: why we research in-person in our food stores

Our Colleague Products team designs technology that transforms how our food stores operate. We’ve always designed closely with our store colleagues, doing in-person research in the store environment to learn about their needs and to test future designs. 

During the pandemic we adapted our methods of remote research to maximise what we could learn, but as soon as it was possible, we went back into stores. Research in-person and on-site is not always the most easy, convenient or cheap option – so why did we return to it? 

In this blog post, our Colleague Products researchers share innovative methods for researching in the environment you are designing for – which is also known as contextual research. Our examples show the benefits of this kind of research and the results for our stores. 

Understanding what stores need 

What works in one kind of store, may be a disaster in another. It can be the difference between an instore innovation saving time, money or energy demand, and making things worse for our colleagues who are working so hard to get things right.  

Stores can be large or small, have low or high sales, and include different checkout formations. We also need to consider that our colleagues interact with shelves, trolleys, products, and move around the store.

Colleagues face obstacles including: 

  • needing to print from an office upstairs which is a big pain point and takes up valuable time 
  • different kinds of goods lifts which can completely change how a store handles a delivery 
  • the layout of the checkout area can make it difficult to see when a customer needs help 
Co-op store environment showing competing visual things likes signs and products
Drawing showing how Co-op colleagues can't see the queue because it's hidden behind the shelves
Diagram of store layout showing that it’s hard to see customers queuing behind shelves.

We’ve developed the design principle that we should always ‘design for distraction’ due to our research in stores. When we did research for SmartGap and News and Mags, we observed how colleagues had to stop the task to help customers or colleagues. We now know it’s vital colleagues can pick up where they left off. Designing so that we reduce cognitive load (how much our colleagues need to think about at once), also helps when they are juggling tasks. 

Meeting a wider range of colleagues on their terms 

Remote research allows us to speak to people we cannot visit because of location, but we’ve learned that being instore means we speak to a wider variety of users. Some colleagues cannot always respond to a remote call or survey. They may be new, work part-time, or not have time to read all the communications. Some colleagues are also less confident with technology, and it’s these colleagues we really need to learn from. 

Visiting colleagues instore can help them feel at ease too. Being in an environment where colleagues are comfortable when we’re asking questions and observing actions can help them feel more in control. 

Observing what people do, not what they say they do

The main benefit of visiting stores is that we get more value from these research sessions.  

We can ask colleagues what they would do in an interview, but when we can see them in action, we can see what they really do. This includes things like: 

  • micro pain points that take extra time 
  • things that they may not think are important when we ask them 
  • shortcuts that they develop over time and are second nature 

These coping mechanisms are valuable for us to know about. In one case, a manager had made a ‘cheat sheet’ explaining how to read a report, which is proof it needed simplifying. 

Making our research as realistic as possible 

Before taking a Date Code design prototype into stores for testing, we created fake products by printing out product photos and sticking them to cardboard. This meant that colleagues could interact with products, and the sell-by-dates that matched the prototype.  

During usability sessions for a till prototype, we created a more realistic experience by making ‘beep’ noises when the colleague mimed scanning a product. This realism is useful for triggering colleague memories and conversation.  

Making fake products to use in user research using cardboard and printed labels
Co-op colleague scanning fake products with their smart phone

Using ‘Wizard of Oz’ testing – a method of testing a system that does not yet exist 

Last year we used a version of the ‘Wizard of Oz‘ testing method during a 2 week pilot in a store. One of the goals of the pilot was to understand whether automated alerts about tasks via headsets and handheld devices would work in a store environment.  

We manually sent alerts while colleagues were carrying out their usual store tasks and observed if, how and when they acted on them. This helped colleagues to understand the concept. It also gave us a first-hand view of how alerts might have an impact on colleagues and their work.  

Getting colleagues involved with prototyping and testing 

We can use physical research methods, such as card sorts, paper prototypes, or process walkthroughs with prototype devices. We also do co-design sessions with colleagues, so that they can get creative with paper and pens to create their own ideal interface. All of this is much harder to facilitate remotely, especially if the colleague is not confident using technology or does not have the right tools. 

Co-creating screens for the datecode app using pen and paper with a Co-op colleague
Sorting cards on a table with a Co-op colleague to group important topics

Usability testing is about more than just the interface design. When we were testing a new app on the store tablet in person, we immediately realised that some colleagues were holding it in portrait mode. This caused issues with the layout of content because colleagues did not realise that some information was hidden below what they could see on the screen. We would not have known this from data alone, or from remote testing. 

Colleague holding a tablet computer showing how information is missed when it is held landscape

Building empathy for real people, not users 

Research in-person is great for getting your whole team involved with research. Our team say it ‘brings it all to life’. It helps show the importance of what we’re doing and helps everyone understand how everything fits together. The concept of ‘users’ can seem impersonal. Research in-person helps to build real empathy for the challenges our colleagues face.  

If you ever have the opportunity to do or observe research in-person – we’d highly recommend it. You’ll always understand more, and your products and services will be better because of it. 

Rachel Hand and Maisie Platts 

Find out more about user research at Co-op and our research community of practice from Rachel Hand, Lead User Researcher.

How our users influenced our new forms guidance

The Experience Foundations team recently updated our guidance on forms in our Experience Library.

Diagram of a web form with markers showing where different form elements are place and what they do

Originally, this piece of work was about making sure we included all the components we knew our community needed. But as we got further into the research, we found our community needed guidance on aspects we hadn’t considered.

In the Co-op Customer Products team, we value having the autonomy to be flexible and divert from a plan when we need to. So, with the aim of meeting newly-discovered user needs, we pivoted our work.

A recap: the importance of familiarity in design

Co-op has many business areas and many products and services within them. In most, there’ll be at least one form that, for example, asks a customer for personal details to register for something, or asks for a customer’s payment details so they can buy something. Although our business areas are diverse, it’s important that all of them use a common design language to create familiarity. This means that interactions work in the same way in each service and each one feels like it belongs to Co-op. This helps us build trust with our users.

Starting with research

As always, we started with research. This involved one-to-one conversations with colleagues from a wide range of teams and disciplines to better understand their needs. The conversations helped shape our focus and we ended up with a list of form components that our community needed. Our goal was to design, build and release these components into the Experience Library.

New information = new direction

However, during the conversations, a new theme emerged around the structure and layout of forms.

Although our original research didn’t highlight this as an area of need, feedback from newer members of the community made it clear that this was important but there was ambiguity.

Some of the questions they asked included:

  • What spacing should I use between field sets, labels and buttons?
  • Is it better to use single or double columns for laying out forms?
  • Where should I position buttons?
  • How should I show optional or required fields?

We realised our community needed more than form components and guidance on when and how to use forms – it needed guidance on designing single or multi-page forms from the ground up.

Getting a deeper understanding of the problem

The outcome we were aiming for was for all design colleagues to be comfortable and confident setting up forms for the products and services they look after. So we needed to understand the practices that already existed, and also what change was needed.

Here are 4 things we did to deepen our understanding.

1. Carried out user research

We facilitated conversations with newer members of the design community. We asked questions like:

  • When designing a form, what did you feel unsure about?
  • What guidance did you expect to find in the Experience Library for designing a form?
  • Is there anything else you feel would have helped you in designing a form?

These open questions helped us understand which areas needed clear guidance.

2. Reviewed Co-op forms

When we started the forms work, we reviewed forms across Co-op products and services. We went back to the analysis we did but this time we focused on layout and structure and therefore the usability rather than individual components.

This helped identify variations in form design across Co-op.

3. Analysed other design systems

We looked at the guidance other design systems had on form design. An important take-away was how some design systems used visuals to explain guidance.

4. Revisited best practice

We revisited forms specialists Caroline Jarrett and Adam Silver’s work on forms and considered how it applies to our form design at Co-op.

Designing the ‘Form design’ page

Content designers and interaction designers worked together to define the topics that our guidance should cover. We had some difficult conversations to help us understand different takes on the same topic and often challenged each other’s view. Referring back to the insights allowed the team to have those difficult conversations. We reflected on different perspectives and continually iterated on the content. Through this process we were able to define our stance on things like button positioning. Once we were aligned, we added detail and referenced the insights we’d found in the research.

We also found the need to visualise some of our guidance. For this, we defined a visual language that can be used on diagrams in the future.

Diagram showing how a form in one column is easier to use than a form in 2 columns

We shared early versions of the page with people from the Design, Product and Engineering communities to review. We value different perspectives, and want others to contribute to our work. By designing in the open, our community sees our approach, which helps build trust. Showing them the depth of our process encourages buy-in and the early feedback in the reviews was positive.

A ‘people-first’ design system

Our new Form design page wouldn’t exist without the feedback from our community. We designed it for them, based on conversations we had with them. Delivering guidance that meets their needs shows that we’re listening, we’re collaborative and this builds trust with our colleagues. Our work is less about a page in a design system, and more about the people that use it. We’ll keep listening and iterate when we need to. Like the rest of the Experience Library, this page will evolve with our community’s needs.

Imran Afzal, Lead Designer

Visiting Edge Hill University

Last week Laura Hiard an interaction designer and user researcher Tom Walker visited Edge Hill University. Tom graduated from Edge Hill 2 years ago and was invited back to talk to some third year students who are currently studying web design and development.

Picture of the interior of Federation House
Laura Hiard & Tom Walker

Why did you do it?

Laura: I graduated  3 years ago and remember what it was like to be in my final year and how unprepared I was for the real world. Since then I’ve worked for a number of companies in varying roles and I’ve learned a lot. I felt like I’d be able to connect and hopefully offer something of use to them. I also saw it as a good opportunity to practice my public speaking skills with a slightly more forgiving audience.

Tom: For me it was a similar thing. I was on the same course as these students just a few years ago and it felt good to have an opportunity to try and curb some of the fears and worries that I had around that time.

Picture of Edge Hill University
Edge Hill University

What did you speak about?

Laura: Our brief was to speak to the students about anything we felt would be useful, but to discuss how we incorporate the user into our processes and decisions. With that in mind, once we spoke about doing the talk together, it became clear that it would be good to highlight within a specific example how user research and design work together.

We began by showing the difference between user experience design and service design, and the importance of starting with user needs to make something that’s not just usable, but useful too. Then, we discussed how to use these, along with hypotheses, to make design decisions.

Tom: We also took the opportunity to give the students some advice for their working lives, based on our own experiences. I think that part went down particularly well. We spoke about how to make the best of a bad working situation and how to keep learning and striving for their goals. Their tutor gave me some really positive feedback about that part.

A picture of Lara and Tom talking to third year students at Edge Hill University

What was the response like from the students?

Tom: The response was great. We got some really astute questions about our work process while we were there and a few students even reached out to us on Twitter afterwards to ask advice.

Laura: A few of them even set up Twitter accounts after we said how useful it can be for networking.

What did you learn?

Laura: I learned that there definitely seems to be value in going out and speaking to students. Talking about what a real working day is like in the careers that they’re striving for, and introducing them to new practices that they might not yet be familiar with. After some feedback about them wanting a little more detail about some of the topics we covered, we know what we’d change for next time. We heard that some of the students were later looking at the Co-op jobs site, so we must have made a fairly good impression.

For students that weren’t there, what advice do you have for them?

Tom: A couple of things. These are the points we touched on during the talk. 

Immerse yourself and continue learning outside the classroom. Which is a lot easier than you might think. You can read and reading doesn’t have to be boring. You can do that on Twitter or read some Medium blogs or a few articles. Try to attend meet ups and get to know the community. And talk to each other. If you have read something, tell someone about it. Ask them about the things they have read or the meet ups they’ve attended. Then continue into your career.

Identify your own personal weaknesses. Studying for a degree is difficult and does take time but don’t give up. If you’re not good at something, try to understand why you might not be good at it and fix it. I struggled with code when I was a student. So I filmed myself talking through my code and then watched it back. It helped me cemented my learning and understand that it was some basics stuff that I didn’t quite get. Once I knew that, I knew what I needed to do to change it.

Thank you to the students and staff at Edge Hill University.

Laura Hiard and Tom Walker

 

User research, not user testing

I’ve now been at the Co-op for a couple of months. In that time I’ve met lots of people, seen lots of work going on and talked about what I do with many, many people. I’ve even written my first CoopDigital blog post about user research at the Co-op.

One thing that I know we still need to work on is sharing wider what user research really is and how it should be used to influence what we do and how we do it. This is fine, it’s part of our jobs as experienced agile people and experienced researchers. It’s one of the reasons we’re hiring so many good people.

In my previous place of work, if someone called what we do ‘user testing’ there would almost always be someone who’d jump up and say ‘User Research NOT User Testing!’. I was always fairly relaxed about it, I knew what they meant, the person uttering it knew what they meant and it always felt like a bit of an over-reaction to me, personally, I’d just smile and let it go.

Moving to somewhere where it is a less familiar concept I’m beginning to realise why people did it.

I’m finding that, for some people, ‘user testing’ is something you do near the end, you’re fairly convinced you’ve got it right, you’re fairly convinced it’s going to work and it’s going to go down well. What you might get is some feedback or minor tweaks to make it even better. I think the issue is the word ‘testing’, where testing is generally done just before you go live to spot bugs and defects.

That’s not what user research and agile development is, what it’s for and what it’s brilliant at.

A picture of one of the CoopDigital product teams

User research is invaluable to us to help decide if we should build/release something at all, what that something should be and how it should work. It shows us how the thing we make will fit into users lives. It gives us insight into the language people use and how they view the world. It also helps us understand the problems in their lives they’re trying to solve, the tasks they’re trying to achieve and how what we build can help solve that problem or complete that task.

There is also the issue of what we’re testing when we do research: we’re testing our designs, we aren’t testing our users. The user doesn’t pass or fail, the design does.

Simon Hurst
User researcher

User Research at CoopDigital

Hello, my name’s Simon and I’ve just joined the team at CoopDigital as a user researcher.  I’m really excited to be here and help the team build some world class digital services.

Picture of Simon Hurst - user researcher
Simon Hurst – user researcher

What does a user researcher do?

User researchers fulfil several roles for a team, we’re there to help them understand:

1) Who the users of our services are and understand what they need from the service. To build great services you need to truly empathise with your users.

2) What’s the problem the user is trying to solve, what goal are they trying to achieve? How can we support them to achieve their goal?

3) Whether the solution we’re looking to provide works well and how can it be better?

Meeting real people

We do this by getting out of the building and meeting real people, talking to them and trying to understand their lives, watching them trying to complete their goals or use things we’re building.

We work with a huge variety of people, this includes those who are just learning the ropes, people who have maybe been bought a tablet by their children, or people who use a screenreader to interact with their device because of a visual impairment.

Bringing the team along

It’s even better when you bring members of the team with you, getting people who are building the service and writing the code to see users actually using the thing they’ve built and to see them struggling can have a tremendous impact on how they tackle problems. The result is a team who care about what they’re building and are absolutely committed to making it the best it can be.

User researchers are interested in if people can use things to complete a task, user research isn’t about asking people if they ‘like’ what we’ve built, or what they think of the colours.

It can be frustrating for people to see something they’ve designed and built not working, to see people struggling to understand the words they’ve used, or to interact with the clever little interface they’ve made. However, the sooner we can recognise the issues, the sooner we can fix them, it’s better to find this out before you release the thing.

It’s even more important to understand why we are building something in the first place, is it needed by people? Is it helping them to achieve a goal or to solve a problem? If it isn’t we end up building something that could be the most beautiful designed and usable product or service, but if it’s not needed then no one will ever use it.

We’ll be looking at how we get involved with users more and more in the near future and we’ll be sure to blog about how we’re doing it and what we’re learning along the way. We’ll also be working hard to try and understand how user research applies in an organisation as diverse and varied as Co-op. There’ll be plenty more blogs to come from us on that.

Simon Hurst
User Researcher

We’re looking for user researchers.

We’re recruiting user researchers to join our growing CoopDigital team in Manchester. These new, permanent roles are critical to our ability to deliver brand new digital services for The Co-op, its customers and members.

Our user researchers play a pivotal role in our multidisciplinary agile teams, working with product managers, designers, developers and more to develop and share our understanding of user needs; managing, facilitating and analysing continuous research throughout the phases of service delivery, from discovery to live. We do research the right way.

It’s a chance to join a team at the beginning of its journey, helping to shape CoopDigital as a team and research as a community of practice just as much as the services you’ll lead our research work on. It’s not just the opportunity to deliver services at scale across the UK, but to embed the value of research in The Co-op and bring it ever closer to the needs of its users.

We’re looking for people with a range of experience using qualitative and quantitative research skills; really strong communication skills; and – ideally – experience of an agile environment. An interest or past experience of user experience, design and content roles can help too. If that sounds like you, we’d love to talk.

The Co-op is a special organisation with distinctive values of self-help, self-responsibility, democracy, equality, equity and solidarity. On equality, we want a team that is representative of the customers and members we serve and know that we’re not there yet. We believe in diversity and inclusion, not just because it’s the right thing to do but because we know it makes us better at what we do. We welcome applications from those traditionally under-represented in design, research, digital and technology roles. If that’s you, or someone you know, we’d really encourage you to think about joining us.

You can apply for our user researcher roles now. The closing date is 31st May 2016.

Andrew Travers
Head of Digital Design