Workshops to Establish Empathy and Understanding from User Research Results

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Workshops in user experience (UX) design are intensive collaborative sessions where teams solve problems and enable progress on certain challenges throughout the design timeline. A facilitator directs participants for a period of focused idea generation and hands-on activities that let them reach actionable goals optimally.
Service Designer at Booz Allen Hamilton, David Bill explains how to use workshops to engage stakeholders:
(F.S.:) It's like the workshops are a key component of service design in terms of process. Can you talk a little bit more about that and tell us a little bit more about what is the significance of putting that together – different from, say, a usability test readout or something like that? (D.B.:) Sure, so the workshops are really important in helping and it depends on the stage. But
so, for instance, the workshop that we just hosted most recently had been on setting the projects up for research. So, this is bringing stakeholders from across the board to the table. Those who are on the business side, those who are on the technology side, the product owners. So, those who are going to be concerned and worried about the legislative implications.
Policy dictates this. We have to make sure we follow 'X' code, etc., etc. Then, there's the folks who are like: "Well, we can only do this based upon the fact that our technology is X number of years old and – you know – there's a backlog of this long and technology debt." – that kind of thing. So, we have to work with all that, but before we can even get to a timeline and product roadmap on "OK, we want to do this project,"
we want them to help define: What is viable? What is the direct need? What's going to solve for X? So, we want to solve for an issue that's going to be a problem that's going to be able to address their concerns and be a benefit for both the customer and then the business itself. So, in the IRS's case, just make sure that the money that is owed to the IRS comes in.
So, there's a lot of that – and then ultimately I think one of the lessons that we've been learning most recently is don't have too many people in a meeting. I think most companies, many companies and organizations are guilty of inviting everybody because they feel they don't want to hurt anyone's feelings. And it sort of goes to like this era of – at least in the States – we had this tendency in the last decade or two of every child getting an award
when they're part of a sport team. It's the same thing – we don't want to hurt someone's feelings, so we invite them to a meeting. But actually, you're wasting their time and you're slowing down the process. (F.S.:) What do these workshops feel like? Are they like design thinking workshops in terms of do they borrow? Or what are people doing? Is it kind of tactile? Are they – you know – putting up stickies and hands-on with...? Are they looking at reports, going through like a business-level analysis or something like that?
Or...? Talk a little bit more about the feel of the workshop. (D.B.:) It's very much based upon this idea of making sure workshops are interactive, engaging and building upon design thinking methods, using sticky notes and all that; workshop best practices that are across the board whether you're a designer or not. You know – there's been a lot of thought gone into facilitating meetings,
and so – you know – using icebreakers to begin with to warm them up. Sometimes, I question the idea of icebreakers. But, at the same time, it's a practice that for whatever reason is in place. I do think after lunch they're really important to get people moving. If you have an all-day meeting, let's say, you want to get the blood flowing because we've all been in those meetings where we come sit down after a heavy lunch and then
– or if you're having to serve lunch to people, make sure you're serving a light lunch. (F.S.:) Right. (D.B.:) You know – that kind of thing. You just have to be thoughtful, and so all of a sudden – and it's funny; I never thought – when I was starting my career, I never thought that being conscious of how a meeting would flow or whatnot would be a thing I got into. But it harkens back to – again, it harkens back to my days in teaching when I was really interested and passionate about
creating dynamic experiences so that my students could learn. And this is no different. I want to make sure that those who are showing up are getting the most bang for their buck. They're not – you know – constantly looking at their phone or typing on their computer because if we can have them clamshell their computer, have it closed and really engaged in a conversation or an activity with two or three other people so that they're
generating output that can ultimately move the ball forward and get them excited about being a part of this project, it's a win-win, so I don't think anyone's ever been excited about a meeting and a project when they're just sitting there having to listen to someone talk or they're looking and listening to another PowerPoint presentation with a million slides and a million bullet points. But if you're able to make a presentation that's going to set the flow of the day
and it's going to give you instructions on how an activity is going to work, and then people are getting up, moving around, putting things on walls, or drawing things. You know – often I'll print out in advance; I'll make worksheets and have them use worksheets on the wall in a way like a mad-libs type of thing. And that works really well.
So, those are important tools to keep it engaging, because ultimately – as I alluded – if you can get them to buy in by being excited about the idea because they were engaged and feel a sense of ownership in it, and it's not just them being told how it's going to be done, but every individual in that room is contributing, then you're going to be better off.
The primary purpose of a UX workshop is to solve a problem, develop a plan or reach a decision. These sessions are focused on a limited range of problems—and they let teams get to actionable goals and make detailed roadmaps for achieving them. Participants meet as a group to engage in various activities—from brainstorming ideas to role-playing user scenarios—and work to optimize the digital products, user interactions and user experience concerned, while maximizing business goals.
UX Strategist and Consultant, William Hudson explains brainstorming:
Brainstorming is a group activity where people come together to share ideas and think creatively to solve problems or generate new concepts. The goal is to encourage free thinking and creativity without judgment or criticism, allowing participants to share any idea that comes to mind no matter how unconventional or seemingly impractical. The aim is to *spark creativity and explore various possibilities* which can later be refined or combined to develop more practical or innovative solutions.
Brainstorming sessions often involve structured or unstructured discussions, note-taking or visual aids to capture and organize the ideas generated by the group. So, how can you structure a brainstorming session? Define the goal. Clearly outline the problem or objective. Create a diverse group. Gather people with varied perspectives. Encourage participation and free thinking. Generate ideas without criticism. Build on ideas. Combine, refine or expand on suggested thoughts. Set a time limit. Keep the session focused and efficient.
And lastly, document and evaluate. Record all ideas and assess their feasibility later. You can spend some time after the session to categorize, reduce and analyze.
UX workshops come in many forms. Each has its own set of goals and techniques. From design thinking sessions to prioritization exercises, these workshops help teams build empathy, generate ideas and make informed decisions.
William Hudson explains design thinking in this video:
Design thinking is a non-linear, iterative process that teams use to understand users, challenge assumptions, redefine problems, and create innovative solutions to prototype and test. It is most useful to tackle problems that are ill defined or unknown. In a rapidly changing world, organizations must be able to adapt and innovate quickly to survive. Design thinking is a powerful tool that can help organizations to do just that. By focusing on the user and their needs, he can help teams to develop creative solutions
that meet the real needs of the people they serve. The end goal of a design thinking process is to create a solution that is desirable, feasible and viable. This means that your product should satisfy the needs of a user, be feasible to implement and have a financial model as well. During the bulk of your design thinking process, you'll focus on desirability as you are concerned with testing your ideas and validating your hypothesis about your users.
Towards the end of your project, however, you should bring the focus to feasibility and viability so that your solution can be sustainable.
UX workshops offer several advantages for design teams, brands and the users they serve:
UX workshops bring together diverse perspectives to create better design solutions. Workshops encourage cross-functional collaboration: Designers, developers, product managers and even end-users work together.
UX Designer and Author of Build Better Products and UX for Lean Startups, Laura Klein explains important points about cross-functional collaboration:
Cross-functional teams, unlike silos, have all the people necessary to build a specific thing together. Let's look at an example. Imagine you're on a team that is supposed to build the onboarding flow for a new app that helps connect job applicants with jobs. You can't build the whole thing with just designers. Or with just engineers, for that matter. I mean, you probably could do it with just engineers, but it's a terrible idea.
A cross-functional team for this onboarding work might include a few engineers, perhaps some for the front end and some for the back end. Might include a designer, a researcher, a product owner or manager, maybe a content writer or a marketing person. In an ideal world, all of these folks would only work on this particular team. In the real world, where we actually live, sometimes folks are on a couple of different teams and some specialists may be brought in to consult. For example, if the team needed help from the legal department to explain some of the ramifications of a specific decision,
a cross-functional team would have a dedicated legal expert they could go to. But that legal expert might also work with lots of other teams. In agile environments, the cross-functional team generally sits together or if remote, has some sort of shared workspace. They all go to the required team meetings. They understand the goal of the team and the users. They're experts, or they soon become experts, on that onboarding flow. Contrast this to how it might be done in a siloed environment. In that case, you might have different people assigned to the team depending on need, which can seem really flexible.
Until you realize that you end up with five different designers working on the project all at different times and they all have to be brought up to speed and they don't really understand why the other designers made the decisions that they did. Same with the engineers. And do not get me started on legal. Silo teams tend to rely more on documentation that gets handed between groups. And this can lead to a waterfall project where project managers or product managers work on something for a while to create requirements, which they then hand off to designers who work on designs for a while
and then they pass the deliverables on to engineering, who immediately insists that none of this will work and demands to know why they weren't brought in earlier for consultation. You get it. By working in cross-functional teams instead, the people embedded on the project get comfortable with each other. They know how the team works and can make improvements to it. They come to deeply understand their particular users and their metrics. They actually bring engineering and even design and research into the decision making process early to avoid the scenario I described above.
In a UX design workshop, ideas can arise easily when everyone feels encouraged to contribute their insights. Workshops often go through a series of diverge-and-converge sequences, as teams produce many ideas and then identify patterns and themes within them.
Author and Human-Computer Interaction Expert, Professor Alan Dix explains important points about divergent and convergent thinking:
What I want to do now is talk about a few other kinds of divergent techniques. Creativity has two sides to it. There's being *novel* and being *useful*. There's a *divergent* side that's having lots and lots of bright ideas and a *convergent* side that tries to turn those ideas into something that's more useful and buildable.
UX design workshop activities focus tightly on solving specific problems or challenges. This concentrated time allows for rapid idea generation and hands-on activities.
This iterative approach is more likely to result in a successful product or service—one that accounts for user behaviors and truly meets the needs of its users. For example, workshops make use of prototyping techniques—that’s so participants can quickly test out ideas to see if it’s worth pursuing ideas.
Professor Alan Dix explains prototyping and why it’s important:
So, why do you need prototyping? Well, we never get things right first time. It's about getting things *better* when they're not perfect and also *starting in a good place*. Maybe if I'm going to make a wall for a house, I know exactly how big the wall should be. I can work out how many bricks I need. I can make it exactly the right size.
So, I can get it right first time. It's important to. I don't want to knock the wall down and retry it several times. However, there I have a very clear idea of what I'm actually creating. With people involved, when you're designing something for people, people are not quite as predictable as brick walls. So, we *don't* get things right first time. So, there's a sort of classic cycle – you design something, you prototype it,
and that prototyping might be, you might sort of get a pad of paper out and start to sketch your design of what your interface is going to be like and talk through it with somebody. That might be your prototype. It might be making something out of blue foam or out of cardboard. Or it might be actually creating something on a device that isn't the final system but is a "make-do" version, something that will help people understand.
But, anyway, you make some sort of prototype. You give it to real users. You talk to the real users who are likely to be using that about it. You evaluate that prototype. You find out what's wrong. You redesign it. You fix the bugs. You fix the problems. You mend the prototype, or you make a different prototype. Perhaps you make a better prototype, a higher-fidelity prototype – one that's closer to the real thing. You test it again, evaluate it with people, round and round and round. Eventually, you decide it's good enough. "Good enough" probably doesn't mean "perfect", because we're not going to get things perfect, ever.
But "good enough" – and then you decide you're going to ship it. That's the story. In certain cases in web interfaces, you might actually release what in the past might have been thought of as "a prototype" because you know you can fix it, and there might not be an end point to this. So, you might in delivering something – and this is true of any product, actually – when you've "finished" it, you haven't really finished, because you'll see other problems with it, and you might update it
and create new versions and create updates. So, in some sense, this process never stops. In one way, it's easy to get so caught up with this *iteration* – that is an essential thing – that you can forget about actually designing it well in the first place. Now, that seems like a silly thing to say, but it is easy to do that. You know you're going to iterate anyhow. So, you try something – and there are sometimes good reasons for doing this –
you might have *so little* understanding of a domain that you try something out to start with. However, then what you're doing is creating a *technology probe*. You're doing something in order to find out. Of course, what's easy then to think about is to treat that as if it was your first prototype – to try and make it better and better and better. The trouble is – if it didn't start good, it might not end up very good at the end, despite iteration. And the reason for that is a phenomenon that's called *local maxima*.
So, what I've got here is a picture. You can imagine this is a sort of terrain somewhere. And one way to get to somewhere high if you're dumped in the middle of a mountainous place – if you just keep walking uphill, you'll end up somewhere high. And, actually, you can do the opposite as well. If you're stuck in the mountains and you want to get down, the obvious thing is to walk downhill. And sometimes that works, and sometimes you get stuck in a gully somewhere. So, imagine we're starting at this position over on the left. You start to walk uphill and you walk uphill and you walk uphill.
And, eventually, you get onto the top of that little knoll there. It wasn't very high. Now, of course, if you'd started on the right of this picture, near the *big* mountain, and you go uphill and you go uphill and you go uphill and you get uphill, you eventually end up at the top of the big mountain. Now, that's true of mountains – that's fairly obvious. It's also true of user interfaces. *If you start off* with a really dreadful design and you fix the obvious errors,
*then you end up* with something that's probably still pretty dreadful. If you start off with something that's in the right area to start with, you do better. So, the example I've put on the slide is the Malverns. The Malverns are a set of hills in the middle of the UK – somewhere to the southwest of Birmingham. And the highest point in these hills is about 900 feet. But there's nothing higher than that for miles and miles and miles and miles.
So, it is the highest point, but it's not *the* highest point, certainly in Britain, let alone the world. If you want to go really high, you want to go to Switzerland and climb up the Matterhorn or to Tibet and go up Mount Everest, up in the Himalayas, you'll start somewhere better, right? So, if you start – or on the island I live on, on Tiree, the highest point is 120 meters. So, if you start on Tiree and keep on walking upwards, you don't get very high.
You need to start in the *right* sort of area, and similarly with a user interface, you need to start with the *right* kind of system. So, there are two things you need for an iterative process. You need a *very good starting point*. It doesn't have to be the best interface to start with, but it has to be in the right area. It has to be something that when you improve it, it will get really good. And also – and this is sort of obvious but actually is easy to get wrong – you need to understand *what's wrong*. So, when you evaluate something, you really need to understand the problem.
Otherwise, what you do is you just try something to "fix the obvious problem" and end up maybe not even fixing the problem but certainly potentially breaking other things as well, making it worse. So, just like if you're trying to climb mountains, you need to start off in a good area. Start off in the Himalayas, not on Tiree. You also need to know which direction is up.
If you just walk in random directions, you won't end up in a very high place. If you keep walking uphill, you will. So, you need to *understand where to start* and *understand which way is up*. For prototyping your user interface, you need a *really rich understanding* of *your users*, of the nature of *design*, of the nature of the *technology* you're using, in order to start in a good place. Then, when you evaluate things with people,
you need to try and *really deeply* understand what's going on with them in order to actually *make things better* and possibly even to get to a point where you stand back and think: "Actually, all these little changes I'm making are not making really a sufficient difference at all. I'm going around in circles." Sometimes, you have to stand right back and make a *radical change* to your design. That's a bit like I'm climbing up a mountain
and I've suddenly realized that I've got stuck up a little peak. And I look out over there, and there's a bigger place. And I might have to go downhill and start again somewhere else. So, iteration is absolutely crucial. You won't get things right first time. You *alway*s need to iterate. So, prototyping – all sorts of prototypes, from paper prototypes to really running code – is very, very important. However, *crucial to design is having a deep and thorough understanding of your users*,
*a deep and thorough understanding of your technology and how you put them together*.
UX workshops also play a crucial role in validating ideas—a chance to use data and user feedback as the basis for activities and discussions. It’s something that helps teams make sure their solutions can address real user problems as they can:
Find gaps and pain points: Discuss problematic areas that don't fit user journeys.
Define an MVP (Minimum Viable Product): Collectively define high-level values by grouping themes in user stories.
Manage risks and expectations: Establish vital strategic steps on the way towards a favorable outcome.
Discover scenario triggers and outcomes: Determine key user tasks that haven’t come up in the user personas.
Prioritize user needs: Establish the most important user needs through argumentation.
Laura Klein explains important points about MVPs:
One of the key ways of designing for experimentation is to build an MVP, or Minimum Viable Product. This is a concept that was first introduced by Frank Robinson back in 2001 and was popularized by Eric Ries and Steve Blank. It's now heavily associated with The Lean Startup methodology, and it's obviously probably one of the most misunderstood concepts that is also wildly popular, which is impressive because there's actually a lot of competition in that category. People seem to have misunderstood what a minimum viable product is
in about as many ways as you can do it, but the most common misunderstanding is that you can just cut as much stuff out of a feature or product and then ship it and then – I don't know – learn something, I guess. But the thing is, you *can't learn something from a really bad product*. You just learn that nobody likes really bad things, which is something that we already know. Instead, what we should be doing is designing and building something that *we can actually learn something from*. Specifically, what we normally want to learn from building an MVP is whether the proposed feature or product *solves a real problem* for a specific type of user.
The idea is, if the users we've identified really have a problem that they want solved and they try out our *small* version of the product, that they'll overlook some simple missing features or some small problems because getting that problem solved in this way is so important. The great thing is, if we combine this technique with the one where we share our work with a small group of early users, we can end up getting really good data on the exact things that we're missing. This can sometimes mean that we end up building something far smaller than we thought we'd need in the first place.
It’s crucial to build empathy for users in UX workshops. These sessions often involve activities that help participants better understand and connect with the end-users of their products or services.
See why empathy is a vital ingredient in design:
One effective technique is empathy mapping, which helps characterize target users to make effective design decisions. Here, groups externalize their knowledge about customer segments and key defining characteristics of each type. Another valuable tool is user journey mapping. When participants work on building a user journey map or a customer journey map, they deconstruct a user's experience with a product or service—working it back into a series of steps and themes. This process helps them find potential opportunities for the product roadmap and encourages participants to think in terms of users and journeys, rather than specs and features.
CEO of Experience Dynamics, Frank Spillers explains journey mapping from a service design perspective:
This customer journey map reflects the experience of a fictitious customer and can present vital points to workshop participants.
© Interaction Design Foundation, CC BY-SA 4.0
UX design workshops come in various forms and each serves a specific purpose in the design process. Here are some examples:
Discovery workshops are the stepping stones to better understand a product and collect information to begin a project. In these, users get involved—and share their perspectives on how a potential project might benefit them. They typically occur when there's a need to:
Understand existing research and stakeholder expectations.
Build a common understanding of project direction and vision.
Minimize the risk of building the wrong thing.
Define what sets the product apart in the market.
These workshops help simplify complex projects. A structured roadmap and clear requirements that align with goals will ideally result. They usually last 2 to 4 days, but it depends on the project scope.
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Empathy workshops help teams understand and prioritize user needs before they move on to design a solution. They aim to:
Get clarity and consensus on user needs, motivations and behaviors.
Build empathy for users.
Shift stakeholder perspectives from a features-first mindset to a user-first one.
These workshops often involve creating user personas—semi-fictional characters representing the needs of larger user groups so teams can empathize with their target audience and make more informed design decisions.
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Professor Alan Dix explains important points about personas:
Personas are one of these things that gets used in very, very many ways during design. A persona is a rich description or description of a user. It's similar in some sense, to an example user, somebody that you're going to talk about. But it usually is not a particular person. And that's for sometimes reasons of confidentiality.
Sometimes it's you want to capture about something slightly more generic than the actual user you talked to, that in some ways represents the group, but is still particular enough that you can think about it. Typically, not one persona, you usually have several personas. We'll come back to that. You use this persona description, it's a description of the example user, in many ways during design. You can ask questions like "What would Betty think?"
You've got a persona called / about Betty, "what would Betty think" or "how would Betty feel about using this aspect of the system? Would Betty understand this? Would Betty be able to do this?" So we can ask questions by letting those personas seed our understanding, seed our imagination. Crucially, the details matter here. You want to make the persona real. So what we want to do is take this persona, an image of this example user, and to be able to ask those questions: will this user..., what will this user feel about
this feature? How will this user use this system in order to be able to answer those questions? It needs to seed your imagination well enough. It has to feel realistic enough to be able to do that. Just like when you read that book and you think, no, that person would never do that. You've understood them well enough that certain things they do feel out of character. You need to understand the character of your persona.
For different purposes actually, different levels of detail are useful. So I'm going to sort of start off with the least and go to the ones which I think are actually seeding that rich understanding. So at one level, you can just look at your demographics. You're going to design for warehouse managers, maybe. For a new system that goes into warehouses. So you look at the demographics, you might have looked at their age. It might be that on the whole that they're older. Because they're managers, the older end. So there's only a small number under 35. The majority
are over 35, about 50:50 between those who are in the sort of slightly more in the older group. So that's about 40 percent of them in the 35 to 50 age group, and about half of them are older than 50. So on the whole list, sort of towards the older end group. About two thirds are male, a third are female. Education wise, the vast majority have not got any sort of further education beyond school. About 57 percent we've got here are school.
We've got a certain number that have done basic college level education and a small percentage of warehouse managers have had a university education. That's some sense of things. These are invented, by the way, I should say, not real demographics. Did have children at home. The people, you might have got this from some big survey or from existing knowledge of the world, or by asking the employer that you're dealing with to give you the statistics. So perhaps about a third of them have got children at home, but two thirds of them haven't.
And what about disability? About three quarters of them have no disability whatsoever. About one quarter do. Actually, in society it's surprising. You might... if you think of disability in terms of major disability, perhaps having a missing limb or being completely blind or completely deaf. Then you start relatively small numbers. But if you include a wider range of disabilities, typically it gets bigger. And in fact can become
very, very large. If you include, for instance, using corrective vision with glasses, then actually these numbers will start to look quite small. Within this, in whatever definition they've used, they've got up to about 17 percent with the minor disability and about eight percent with a major disability. So far, so good. So now, can you design for a warehouse manager given this? Well,
you might start to fill in examples for yourself. So you might sort of almost like start to create the next stage. But it's hard. So let's look at a particular user profile. Again, this could be a real user, but let's imagine this as a typical user in a way. So here's Betty Wilcox. So she's here as a typical user. And in fact, actually, if you look at her, she's on the younger end. She's not necessarily the only one, you usually have several of these. And she's female as well. Notice only up to a third of our warehouse ones are female. So
she's not necessarily the center one. We'll come back to this in a moment, but she is an example user. One example user. This might have been based on somebody you've talked to, and then you're sort of abstracting in a way. So, Betty Wilcox. Thirty-seven, female, college education. She's got children at home, one's seven, one's 15. And she does have a minor disability, which is in her left hand. And it's there's slight problem in her left hand.
Can you design, can you ask, what would Betty think? You're probably doing a bit better at this now. You start to picture her a bit. And you've probably got almost like an image in your head as we talk about Betty. So it's getting better. So now let's go to a different one. You know, this is now Betty. Betty is 37 years old. She's been a warehouse manager for five years and worked for Simpkins Brothers Engineering for 12 years. She didn't go to university, but has studied in her evenings for a business diploma.
That was her college education. She has two children aged 15 and seven and does not like to work late. Presumably because we put it here, because of the children. But she did part of an introductory in-house computer course some years ago. But it was interrupted when she was promoted, and she can no longer afford to take the time. Her vision is perfect, but a left hand movement, remember from the description a moment ago, is slightly restricted because of an industrial accident three years ago.
She's enthusiastic about her work and is happy to delegate responsibility and to take suggestions from the staff. Actually, we're seeing somebody who is confident in her overall abilities, otherwise she wouldn't be somebody happy to take suggestions. If you're not competent, you don't. We sort of see that, we start to see a picture of her. However, she does feel threatened – simply, she is confident in general – but she does feel threatened by the introduction of yet another computer system. The third since she's been working at Simpkins Brothers. So now, when we think about that, do you have a better vision of Betty?
Do you feel you might be in a position to start talking about..."Yeah, if I design this sort of feature, is this something that's going to work with Betty? Or not"? By having a rich description, she becomes a person. Not just a set of demographics. But then you can start to think about the person, design for the person and use that rich human understanding you have in order to create a better design.
So it's an example of a user, as I said not necessarily a real one. You're going to use this as a surrogate and these details really, really matter. You want Betty to be real to you as a designer, real to your clients as you talk to them. Real to your fellow designers as you talk to them. To the developers around you, to different people. Crucially, though, I've already said this, there's not just one. You usually want several different personas because the users you deal with are all different.
You know, we're all different. And the user group – it's warehouse managers – it's quite a relatively narrow and constrained set of users, will all be different. Now, you can't have one persona for every user, but you can try and spread. You can look at the range of users. So now that demographics picture I gave, we actually said, what's their level of education? That's one way to look at that range. You can think of it as a broad range of users.
The obvious thing to do is to have the absolute average user. So you almost look for them: "What's the typical thing? Yes, okay." In my original demographics the majority have no college education, they were school educated only. We said that was your education one, two thirds of them male – I'd have gone for somebody else who was male. Go down the list, bang in the centre. Now it's useful to have that center one, but if that's the only person you deal with, you're not thinking about the range. But certainly you want people who in some sense
cover the range, that give you a sense of the different kinds of people. And hopefully also by having several, reminds you constantly that they are a range and have a different set of characteristics, that there are different people, not just a generic user.
Also called design-studio workshops, in these sessions teams focus on rapidly generating and discussing a wide set of ideas. Namely, participants:
Use idea-generation activities like sketching and out-of-the-box thinking to encourage discussion.
Professor Alan Dix explains what out-of-the-box thinking involves:
Incorporate cross-disciplinary perspectives—to get more well-rounded views overall.
Create shared ownership in project success through co-creation activities.
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In these, users can help assess the impact of design ideas on user experience and complement the technical expertise of developers. Prioritization workshops help build consensus on which features customers or stakeholders value most. They're beneficial when:
There are too many competing priorities.
Stakeholders are asking for too much, which leads to scope creep.
Teams need to weigh the value of planned feature releases against each other.
Various methods are useful in these. Dot voting is one example. However, it's crucial to establish clear selection criteria to make sure that objective decision-making is a reality.
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Critique workshops provide space in the design process to align design decisions with user needs. They help teams:
Evaluate existing content or designs with user needs as a lens.
Rapidly identify quick fixes for optimization.
Note necessary long-term evolutions or optimizations.
These workshops are useful checkpoints before new design projects begin or during intermittent design reviews. They let teams discuss user flow through a design and hear perspectives from different expertise areas.
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Successful UX workshops start with a well-defined purpose. The facilitator should articulate the workshop's goal and make a structured agenda to guide participants toward that outcome.
Something that the success of a UX workshop heavily depends on is to have the right people in the room. That’s why it's crucial to invite a diverse group of participants—including decision-makers, independent contributors and user representatives. Still, it's important to strike a balance and avoid overcrowding the session—it’s not a case of the more the merrier.
UX workshops thrive on interactive and collaborative activities, which can include, for example, storyboarding. There, participants expand specific ideas and add context.
A skilled facilitator is crucial to guide the workshop and keep it focused on the end goal. Ideally a facilitator should be an active listener—someone who’s fully present in the proceedings. They must be an avid observer, too, since they’ll need to pick up on cues like body language. The facilitator's role includes to:
Explain activities clearly—and help keep everyone on track with what the aim is for each activity and the expectations involved.
Manage time effectively—which includes that they plan ahead to make sure there are set time slots for each activity and be flexible to accommodate short breaks and other things.
Encourage equal participation—so everyone can speak up.
Help the group navigate roadblocks—and, for example, help visualize ideas in real time.
Maintain neutrality and objectivity—and help participants see the value of understanding different viewpoints from everyone involved.
Ideally, the facilitator should focus just on guiding the process rather than participate in the activities themselves. It also takes some skill to be adaptable and be prepared to adjust plans and pivot when they need to. What’s more, it can take some diplomatic skills to quickly step in and resolve any conflicts or disagreements that may arise.
Facilitators and participants can benefit from a design thinking approach in workshops.
© Interaction Design Foundation, CC BY-SA 4.0
The ultimate sign of effective UX workshops is that they end with clear, actionable outcomes—with the users firmly in mind.
Some common UX workshop activities include:
Brainstorming is a cornerstone of UX workshops, allowing teams to generate a wide range of ideas quickly and think laterally to examine the “ideascape” around them.
Professor Alan Dix explains lateral thinking and its uses:
After teams generate ideas, they often use affinity diagrams to organize and make sense of the information. They cluster related ideas into groups based on themes and similarities—to find patterns and recurring topics across the group, making it easier to prioritize ideas and find common ground.
Watch our video on affinity diagrams to understand more:
Prototyping is crucial for testing ideas and getting early user feedback. UX workshops often include activities that let teams create low-fidelity prototypes and more. These prototyping exercises help teams quickly iterate on designs and validate assumptions before deciding on making that investment in full development.
First, it’s important to point out that UX workshops can be in-person or remote. Both have their pros and cons, but a mindful facilitator can arrange to make the best of any workshop.
Set expectations: Facilitators should establish guidelines for communication, especially in remote settings. This includes that they should clarify how participants can contribute. For instance, they might use chat functions or specific gestures to indicate they’ve got something to say. These rules help keep communication respectful and collaboration smooth.
Set objectives: Workshop facilitators should set clear goals to determine the workshop type and structure. It's also important to consider where the team is in the UX design process, as this influences the workshop's focus.
Choose activities: These should be in line with the workshop's goals—and help participants generate ideas, solve problems or make decisions. It's vital to give enough time for each—and that includes breaks to prevent fatigue.
Prepare materials: It's important to secure all the needed materials—items like sticky notes, pens and whiteboards. For remote participants, make sure that conference calls and screen sharing tools are all set up and tested beforehand.
Icebreakers play a crucial role in getting people ready—and these activities help people feel connected, engage in conversation and relax before they dive into complex topics. From there, the facilitator and the group work to get the best results.
Personas are effective tools to keep ideation on track throughout workshops.
© Interaction Design Foundation, CC BY-SA 4.0
The work doesn't end when the workshop does. It's crucial to plan follow-up actions. This might mean to translate workshop notes into a more practical format—like a report or visual representation. It’s vital to set a deadline for getting back to attendees about next steps and make sure they know about this during the workshop. To keep a healthy momentum, share workshop write-ups in an open format and invite further comments and ideas.
© Interaction Design Foundation, CC BY-SA 4.0
For designers, a well-crafted UX portfolio is a passport to a world of design opportunities, including contracts from the most prestigious brands and clients.
Design Director at Societe Generale CIB, Morgane Peng explains important aspects about portfolios:
One by-product of effective UX workshops is how designers can include the work within them as case studies. Workshops can provide powerful evidence for how a designer collaborates and helps produce highly effective solutions. It’s vital to include not just the end result of the workshop, but all the important steps that led to it. That includes the methods and reasons—and how the designer contributed. What’s more, a storytelling approach can help shape case studies into powerful testaments to a designer’s capabilities and more.
© Interaction Design Foundation, CC BY-SA 4.0
Several issues can arise in a UX workshop, and it takes an attentive, diplomatic and proactive facilitator to:
Dominant participants can be annoying and disruptive—worst of all, they might “drown out” other participants’ good ideas or keep others from even bothering to talk. Some ways to address this are that facilitators can:
Refocus dominating participants toward shared goals, encouraging them to contribute more effectively to the group purpose.
Invite and encourage other participants to contribute, balancing the voice of the dominator.
Partly because of dominant personalities, but also because introverts may struggle with active participation in group settings, anyway, it’s important to encourage the latter’s involvement. The only way to make sure everyone talks is to make sure the atmosphere is comfortable for even the quietest participants to speak.
Scope creep happens when project deliverables or features swell up beyond what was originally agreed upon, without anyone adjusting the schedule or budget. To mitigate this, facilitators can do several things, such as to:
Clearly define the project scope from the beginning, involving the project team to gain buy-in.
Create a change management plan that outlines how to handle scope changes.
It can be hard to keep participants engaged and energized throughout a workshop. Some ways to help with this are to include breaks and allow time for participants to digest information and be creative. Plus, it can help to ask them for feedback before each break to gauge participants' thoughts and adjust the agenda if necessary.
Overall, it’s vital to remember that UX workshops aren’t just about generating ideas—they're about turning those ideas into actionable plans that lead to better user experiences. That’s the main quality that distinguishes them from meetings. With a clear structure, a keen and mindful facilitator, an atmosphere of inclusivity, as well as a group of participants who feel safe and on board with the proceedings, these workshops can help good ideas germinate. Better than that, they can blossom into impressive specimens of actionable design decisions—and the results these can flourish as measurable outcomes.
Our course Build a Standout UX/UI Portfolio: Land Your Dream Job with Design Director at Societe Generale CIB, Morgane Peng provides a precious cache of details and tips for freelancers.
Read our piece, How to Write Great Case Studies for Your UX Design Portfolio for valuable additional insights.
Look at our piece, Workshops to Establish Empathy and Understanding from User Research Results for more.
Read our piece, How to Create a Perspective Grid for additional helpful insights.
Go to 5 UX Workshops and When to Use Them: A Cheat Sheet by Kate Kaplan for further insights and tips.
See How to Plan a Workshop: A Quick and Easy Guide by Jack O’Donoghue for additional helpful details.
Check out The process and benefits of organizing a UX workshop by Adam Fard for more points that can help with workshops.
A typical UX workshop for a brand’s participants might take the following form:
Goal: To identify and prioritize key user pain points in their current mobile app interface and develop actionable solutions to improve user satisfaction and engagement.
Agenda: Introduction and Warm-up (15 minutes).
Welcome participants and introduce the workshop goal.
Quick icebreaker activity to encourage creativity and collaboration.
User persona review: (30 minutes)
Briefly review existing user personas.
Discuss any recent user feedback or data that might impact our understanding.
Pain point identification: (45 minutes):
Brainstorming session to list all potential user pain points.
Group similar issues and categorize them.
Priority matrix exercise: (30 minutes)
Plot identified pain points on an impact vs. effort matrix.
Discuss and agree on top priorities to address.
Solution ideation: (60 minutes)
Break into small groups.
Each group focuses on one or two high-priority pain points.
They do rapid sketching and ideation of potential solutions.
Solution presentation and discussion: (45 minutes)
Each group presents their ideas.
Whole team discusses and provides feedback.
Action plan development: (30 minutes)
Outline next steps for the most promising solutions.
Assign responsibilities and set tentative timelines.
Wrap-up and reflection: (15 minutes)
Summarize key outcomes and decisions.
Collect feedback on the workshop process.
Total duration: 4 hours and 30 minutes. This agenda gives a clear structure for the workshop—with a focus where participants work to identify problems, prioritize them and then collaboratively develop solutions. It also permits time for discussion, decision-making and planning next steps—so actionable outcomes can arise.
Look at our piece, Workshops to Establish Empathy and Understanding from User Research Results for more.
Read our piece, How to Create a Perspective Grid for additional helpful insights.
A typical workshop might last between two and four hours—enough time to cover key topics in depth without overwhelming participants. Shorter workshops mightn’t provide sufficient time for meaningful discussion and practical exercises. Longer ones, meanwhile, can lead to fatigue and diminished levels of engagement.
Include regular breaks and interactive activities. Tailor the length of your workshop to the complexity of the material and the experience level of the participants.
Look at our piece, Workshops to Establish Empathy and Understanding from User Research Results for more.
Read our piece, How to Create a Perspective Grid for additional helpful insights.
An effective workshop includes clear objectives, engaging content and active participation. To start, define the goals to give participants a clear understanding of what they’ll learn. Use interactive methods like group activities, discussions and hands-on exercises to keep the content engaging.
Encourage participants to share their thoughts and experiences—it’ll enrich the learning process. Provide practical examples to illustrate key points, too. Plus, make sure there’s a well-structured agenda—and have it so there’s a good balance of presentation time and activities. What’s more, allow time for questions and reflection. Finally, collect feedback to improve future workshops.
Look at our piece, Workshops to Establish Empathy and Understanding from User Research Results for more.
Read our piece, How to Create a Perspective Grid for additional helpful insights.
Identify the target audience based on the workshop's objectives. Look for individuals who need the skills or knowledge you plan to teach. Consider the participants' current skill levels to make sure they can follow the material without feeling lost or bored.
Look for a mix of backgrounds and experiences to foster diverse perspectives and richer discussions. Review applications or conduct brief interviews to assess interest and fit. Aim to create a group size that permits meaningful interaction and personalized attention. That’s typically somewhere between 10 and 20 participants. This approach will make for a productive and engaging workshop experience for everyone who’s involved.
Look at our piece, Workshops to Establish Empathy and Understanding from User Research Results for more.
Read our piece, How to Create a Perspective Grid for additional helpful insights.
Essential tools and materials for a workshop include a projector, a whiteboard and markers for presentations and visual aids. Provide handouts and notebooks and pens or digital materials with key information and exercises.
Consider using sticky notes and flip charts for group activities and brainstorming sessions. A timer helps manage time effectively, and refreshments keep participants energized and focused.
If there’s a remote element to the workshop, webcams and appropriate software are also vital.
Watch our video on affinity diagrams to understand more about this helpful tool:
Use reliable video conferencing tools. Make sure there’s a stable internet connection and test all technology before the session. Share the agenda and materials in advance, so participants know what to expect. Keep sessions interactive with polls, Q&A and breakout rooms to keep everyone engaged with what’s going on.
Encourage participants to turn on their cameras and use headsets for better audio quality. Set ground rules for communication—like muting when not speaking. Include regular breaks to avoid screen fatigue. Follow up with participants after the workshop to provide additional resources and collect their feedback.
Look at our piece, Workshops to Establish Empathy and Understanding from User Research Results for more.
Read our piece, How to Create a Perspective Grid for additional helpful insights.
Effective icebreakers for workshops include simple introductions, where participants share their names and one interesting fact about themselves. Use "Two Truths and a Lie," where each person states three things, and others guess which one is false.
For virtual workshops, use tools like Poll Everywhere for quick, fun surveys. These icebreakers build rapport and create a comfortable environment—so participants get to be more willing to engage and collaborate.
Look at our piece, Workshops to Establish Empathy and Understanding from User Research Results for more.
Read our piece, How to Create a Perspective Grid for additional helpful insights.
Try to use group discussions and brainstorming sessions to encourage participation. Implement hands-on exercises related to the workshop content—they’ll let participants apply what they learn. Use role-playing scenarios to practice real-world situations. Also, try using interactive tools like live polls, quizzes and digital whiteboards.
Break participants into smaller groups for focused activities and collaborative tasks. Schedule regular Q&A sessions to address questions and encourage dialogue.
Look at our piece, Workshops to Establish Empathy and Understanding from User Research Results for more.
Read our piece, How to Create a Perspective Grid for additional helpful insights.
1. IDEO's Design Thinking workshops emphasize empathy, ideation, and prototyping to solve real-world problems.
2. Google's Design Sprint workshops focus on rapid prototyping and user testing within a five-day process, helping teams quickly validate ideas.
3. Stanford d.school's Bootcamp Bootleg workshop teaches creative problem-solving techniques and fosters collaboration through hands-on activities.
Moquillaza, A., Falconi, F., Aguirre, J., Lecaros, A., Tapia, A., & Paz, F. A. (2022). Using remote workshops to promote collaborative work in the context of a UX process improvement. In A. Marcus, E. Rosenzweig, & M. M. Soares (Eds.), Lecture Notes in Computer Science: Vol. 14032. Design, User Experience, and Usability: 12th International Conference, DUXU 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part III (pp. 254-266). Springer.
This publication is influential in the field of UX process improvement, particularly in the context of remote collaboration. The authors conducted a virtual workshop with stakeholders to collect feedback on the current process and propose improvements for the future process. The study identified 19 improvements for tree testing processes and 18 for heuristic evaluation processes—highlighting how effective remote workshops are in facilitating collaboration and knowledge sharing despite physical distance. The paper addresses the growing need for remote collaborative methods in UX design—especially in light of the increased reliance on virtual tools and environments. It provides a practical case study—one that shows how remote workshops can effectively collect valuable insights and drive process improvements. The findings emphasize how important stakeholder involvement is and the potential of remote workshops to achieve high-impact results.
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Here's the entire UX literature on Workshops in UX/UI Design by the Interaction Design Foundation, collated in one place:
Take a deep dive into Workshops with our course Build a Standout UX/UI Portfolio: Land Your Dream Job .
“Your portfolio is your best advocate in showing your work, your skills and your personality. It also shows not only the final outcomes but the process you took to get there and how you aligned your design decisions with the business and user needs.”
— Morgane Peng, Design Director, Societe Generale CIB
In many industries, your education, certifications and previous job roles help you get a foot in the door in the hiring process. However, in the design world, this is often not the case. Potential employers and clients want to see evidence of your skills and work and assess if they fit the job or design project in question. This is where portfolios come in.
Your portfolio is your first impression, your foot in the door—it must engage your audience and stand out against the hundreds of others they might be reviewing. Join us as we equip you with the skills and knowledge to create a portfolio that takes you one step closer to your dream career.
The Build a Standout UX/UI Portfolio: Land Your Dream Job course is taught by Morgane Peng, a designer, speaker, mentor and writer who serves as Director of Experience Design at Societe Generale CIB. With over 12 years of experience in management roles, she has reviewed thousands of design portfolios and conducted hundreds of interviews with designers. She has collated her extensive real-world knowledge into this course to teach you how to build a compelling portfolio that hiring managers will want to explore.
In lesson 1, you’ll learn the importance of portfolios and which type of portfolio you should create based on your career stage and background. You’ll discover the most significant mistakes designers make in their portfolios, the importance of content over aesthetics and why today is the best day to start documenting your design processes. This knowledge will serve as your foundation as you build your portfolio.
In lesson 2, you’ll grasp the importance of hooks in your portfolio, how to write them, and the best practices based on your career stage and target audience. You’ll learn how and why to balance your professional and personal biographies in your about me section, how to talk about your life before design and how to use tools and resources in conjunction with your creativity to create a unique and distinctive portfolio.
In lesson 3, you’ll dive into case studies—the backbone of your portfolio. You’ll learn how to plan your case studies for success and hook your reader in to learn more about your design research, sketches, prototypes and outcomes. An attractive and attention-grabbing portfolio is nothing without solid and engaging case studies that effectively communicate who you are as a designer and why employers and clients should hire you.
In lesson 4, you’ll understand the industry expectations for your portfolio and how to apply the finishing touches that illustrate your attention to detail. You’ll explore how visual design, menus and structure, landing pages, visualizations and interactive elements make your portfolio accessible, engaging and compelling. Finally, you’ll learn the tips and best practices to follow when you convert your portfolio into a presentation for interviews and pitches.
Throughout the course, you'll get practical tips to apply to your portfolio. In the "Build Your Portfolio" project, you'll create your portfolio strategy, write and test your hook, build a case study and prepare your portfolio presentation. You’ll be able to share your progress, tips and reflections with your coursemates, gain insights from the community and elevate each other’s portfolios.
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