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| Criterion | ![]() UX Research Usability Testing | ![]() Innovation Design Thinking | ![]() Product Discovery Fake Door Test | ![]() Product Discovery Learning Card |
|---|---|---|---|---|
Purposedifferent | When a product is built but people get stuck on tasks, usability testing shows the friction at concrete points. Observed use instead of self-report makes visible where orientation, understanding, or interaction breaks down. | For complex user problems with an uncertain cause, the method connects observation, interpretation, and experiment into a learning cycle. It keeps the focus on real needs and avoids premature solution language. This produces robust decisions for product and service. | When demand is still unclear, it measures interest in a feature before it is built. It separates real behavior from polite agreement and deliberately keeps build effort small. | The Learning Card connects traceable test results to a reasoned next action while keeping the limits of the insight visible. |
Complexitydifferent | Medium | High | Medium | Low |
Timedifferent | 1-2 h je Session | 1 Tag bis mehrere Wochen | 1-5 Tage | 25-40 min |
Participantsdifferent | Based on research question | 4-10 | Nutzertraffic | 1-5 |
Formatdifferent | Workshop + async | Workshop | Async | Workshop + async |
Outputdifferent | Usability Issues, Severity List, Recommendations | Problem Statement, Prototype, Test Learnings | Click Data, Interest Signal, Learning Decision | Learning Card with evidence and next action |
Tagsno overlap | ValidationUXPrototype | InnovationPrototypeResearch | ValidationExperimentsDemandDiscovery | ExperimentsValidationDiscoveryLearning |



