UX Research and Usability Testing

Finding out where real customers get stuck, before you spend a quarter fixing the wrong thing.

What we've learned so far

Research pays for itself by preventing the expensive kind of mistake: building something for months that customers do not use, or fixing an interface when the actual problem is the offer. Watching real people attempt real tasks is the only reliable way to find out where a product loses them, and it is far cheaper than shipping and waiting for the numbers.

Done badly it is money spent on reassurance. We have run studies that confirmed what the team already believed and produced a deck nobody reopened. The correction was to stop starting from a research question and start from the decision that is pending. If no decision is waiting, the study is decoration. Five sessions against a live prototype, run in the week a choice has to be made, beat a thorough programme delivered a month later. The other discipline concerns evidence. People describe their preferences confidently and are frequently wrong about their own behaviour, so we weight what they do with a half-finished screen over what they say they would pay for, and we write findings as specific changes with a place in the backlog rather than as observations.

Synthetic users and AI-generated research summaries are now widely sold, and they are useful for preparation rather than as evidence. A model can predict what a plausible user might say. It cannot tell you that your actual customer abandoned the flow because their company requires a purchase order number your form does not accept. Real friction is specific, local and frequently absurd, which is exactly why it goes undiscovered until someone watches.

What this can involve

Customer Feedback Programmes

A steady input of customer signal rather than an annual survey.

Validation and Experiment Design

Design tests that can actually disprove the assumption.

Survey and Data Analysis

Quantitative validation of what qualitative research suggests.

Customer Interviews

Structured conversations with real customers, synthesised into decisions.

Product Audit

A structured review of an existing product, ranked by commercial impact.

User Research Services

Interviews, diary studies and surveys that replace opinion with evidence.

Remote Usability Testing

Moderated and unmoderated sessions run at distance, across markets and time zones.

Usability Testing Services

Watch real users attempt real tasks, then fix what actually blocks them.

UX Audit

A structured assessment of an existing product, with findings ranked by impact and effort.

Heuristic Evaluation

Expert review against established usability principles, fast and without recruiting participants.

Card Sorting and Tree Testing

Validate navigation and labelling with real users before anyone builds it.

Empathy Mapping

Structured sessions that align a team on what users think, feel and struggle with.

Persona Development

Evidence-based personas built from research, not from a workshop of assumptions.

Customer Journey Mapping

Map how people actually move through your service, including the parts that happen off-screen.

How we work

Agree what the research has to settle

The decision waiting on the answer, and what result would change it. Research without a decision attached produces interesting findings nobody acts on.

Recruit people who match your users

Real customers where possible, screened for the behaviour that matters rather than for demographics. Testing with the wrong people is worse than not testing.

Set tasks, not questions

We ask people to do the thing rather than to say what they think. Opinions about an interface are unreliable. Watching someone fail to complete a purchase is not.

Run the sessions and watch together

Your team observes at least some of them live, because a clip of a customer giving up ends an internal argument faster than any report.

Report what to change

Findings ranked by how many people they affect and how badly, with the specific change each one implies.

Est. engagement duration:
10 to 15 working days
Avg. team size:
1 to 2 people

Where this isn't the right fit

If the decision is already made and what you want is evidence to support it, research will either waste your money or embarrass you. Both outcomes are avoidable by saying so upfront.

If you need statistical confidence about proportions, how many users prefer this, what percentage would pay, that is survey or analytics work rather than usability testing. Five sessions will tell you what is broken and will not tell you how many people it affects. And if the product does not exist yet in any form, there is nothing to test. Research at that stage is interviews and market work, which is a different service.

Projects we've delivered

2025

Generative AI Image and Video Platform UX

Technology
2024

Shopify Store with 3D Outfit Configurator

Retail and eCommerce
2022

Home Services Marketplace App Design

Technology
2020

Talent Marketplace and Contractor Management Platform

Technology
2020

Online Therapy Platform Design

Healthcare and Wellbeing
2020

No-Code Platform Redesign and Rebrand

Technology

Frequently asked questions

How do you measure whether UX design actually worked?

How long does a research study take?

How do you find participants who match our users?

Do we need qualitative or quantitative research?

How many users do we need to test with?

What does a UX research agency actually do?

Do we have enough traffic to A/B test?

Related services

A UX audit shows you why users leave. Run one on your product.