UX Research

UX Research and Usability Testing

Tepia runs UX research and usability testing for mobile and web apps, from interviews and field observation before design to moderated tests of prototypes and live releases. Each study ends with findings ranked by severity and a System Usability Scale score you can track over time, delivered as changes to wireframes and User Stories rather than a report that sits unread.

The essentials at a glance

Research earns its place when it changes what gets built next week, not when it produces a slide deck.

dream-app

Method Fits Question

Tepia picks interviews, field visits, card sorts or usability tests based on what you need to learn, not a fixed research package.

Read: Mobile App UI and UX Design Services
connect-audience

Severity Ranked

Every finding is rated by how badly and how often it blocks users, so Tepia and your team fix the problems that matter first.

Read: App Redesign Services
smart-product

Tested On Phones

Mobile studies run on real phones, often where the app is used, because a desk test hides glare, gloves and one handed use.

Read: Product Design Sprint for New Apps
optimize-ecommerce

Benchmarked Over Time

Tepia scores key flows with the System Usability Scale, so you can see whether each release actually made the app easier to use.

The numbers matter.

Research benchmarks Tepia uses when planning and scoring usability studies.

68

Average SUS Score

Research compiled by MeasuringU across hundreds of studies puts the average System Usability Scale score at 68 out of 100.

85%

Found With Five Users

Nielsen Norman Group found a test with five participants uncovers about 85 percent of the usability problems in a design.

4.5

Average App Rating

Tepia clients report apps averaging 4.5 stars on the App Store and Google Play, and store reviews are one input Tepia studies.

Matching the research method to the question

The most common research mistake is running the same study for every problem. Tepia starts from the question you need answered and picks the lightest method that answers it:

Question Method Typical participants Output
Who are our users and what is hard for them today? Interviews and contextual inquiry, such as ride alongs or store visits 6 to 12 people Interview Summary, journey map, user statements tied to needs
How should features and menus be organized? Card sorting and tree testing 15 to 30 people, remote A navigation structure users can predict
Can people complete the core tasks? Moderated usability tests of a prototype or build 5 people per round Severity ranked findings with video clips
Which of two designs works better? Unmoderated tests or an A/B test in the live app Dozens to thousands Completion rates and time on task by version
Where does the live app frustrate people? Funnel analytics, session replay, store review and support ticket analysis Existing data A problem list backed by evidence
Is the app getting easier to use? System Usability Scale after each test round Every participant A benchmark score per release
What can an expert spot quickly? Heuristic evaluation 2 or 3 Tepia evaluators Issues mapped to Nielsen’s heuristics

Small rounds repeated often beat one large study. Five participants find most problems in a flow, so Tepia would rather test, fix and test again than run fifteen sessions on a design that will change anyway.

Usability tests that reflect how apps are really used

A good usability test gives people a realistic goal and then stays quiet. Tepia writes tasks as scenarios, such as rebooking a cleaning for next Thursday because something came up, rather than instructions like tap the calendar icon. Participants think aloud, the moderator does not rescue them, and observers from your team watch live so nobody has to be convinced later.

Mobile testing needs extra care. Tepia runs sessions on real phones, sometimes the participant’s own, so their text size, dark mode and accessibility settings come along. For field and retail apps we test where the work happens: outdoors in bright light, with gloves on, standing in an aisle or sitting in a truck between jobs. Remote sessions use screen sharing from the phone with recorded consent, which lets us reach users across the country in a single week.

Recruiting the right participants

Findings are only as good as the people in the sessions, so Tepia writes a screener with you that filters for the behaviors that matter, such as ordering groceries online at least monthly or managing more than ten technicians. Your own customer list is usually the best source; for new products we recruit from research panels against the same screener.

For staff facing apps we test with employees from each role and shift, not only the managers who requested the tool. We include people who use screen readers, larger text or switch access when the audience calls for it, which also supports WCAG 2.1 AA accessibility goals. And we avoid testing with friends, family or the project team, who know too much to struggle in the places real users will.

Turning findings into changes the team will make

Research that ends in a long report rarely changes anything. Tepia rates every finding on a four level scale: critical when users cannot finish the task, serious when they finish only with real effort or errors, minor when they hesitate, and cosmetic when nothing is blocked. Each finding notes how many participants hit it, links to the video moment, and proposes a specific fix.

Within two working days of the last session, Tepia holds a short review with your product owner and the engineering lead. Critical and serious items become User Stories or bug tickets with the clip attached, so the developer fixing a confusing checkout has watched someone struggle with it. Minor items go into the backlog with context, and anything we chose not to fix is written down with the reason. The next test round then checks whether the fixes worked, which closes the loop instead of starting a new list.

How Tepia approaches UX research and usability testing

Research is built into each of the six Tepia phases, so findings land where they can still change the product.

  1. Discovery: stakeholder and user interviews, field observation and a review of existing analytics and support data. Deliverables are the Interview Summary, a journey map and User Stories written from what users said and did.
  2. Design: card sorting shapes navigation, and moderated tests of wireframes and the clickable prototype run before visual design is final. Each round produces a severity ranked findings list and revised wireframes.
  3. Development and Testing: Alpha builds are tested with a small group of target users, and Beta adds a System Usability Scale benchmark alongside the functional and user acceptance test plans.
  4. Training: session recordings show trainers where people hesitate, so training spends time on the tasks that are genuinely hard.
  5. Launch: funnels and feedback prompts are set up to catch problems the tests missed in the first weeks.
  6. Support: quarterly review of store ratings, support tickets and funnels, with targeted tests before major feature requests are built.

See the full Tepia process.

Research on an app that is already live

A live app already holds a lot of evidence. Tepia begins with what you have: funnels from your app analytics, App Store and Google Play reviews grouped by theme, support tickets, and a heuristic review of the main flows. That usually narrows the problem to two or three flows worth testing with users.

We then run focused usability rounds on those flows, propose changes as revised wireframes, and test again before engineering starts. When the findings point to deeper structural problems, the work feeds an app redesign or longer term app evolution consulting. Browse our work or contact Tepia to plan a study.

Frequently asked questions

Who can do usability testing on our mobile app?
Tepia runs moderated and unmoderated usability tests for iOS, Android and web apps, on real phones and often in the place the app is used. Each round delivers severity ranked findings, video clips and revised wireframes.
How many users do we need for a usability test?
For finding problems in a flow, Tepia tests with about five participants per round and repeats after fixes. Card sorting and comparisons between designs need larger groups, typically 15 to 30 or more.
What is the difference between UX research and a design sprint?
A design sprint is a one week format Tepia uses to test a single new idea with a prototype. UX research is the broader practice of interviews, field visits and usability testing that continues through design, development and life after launch.
Can you test an app we already have in the App Store?
Yes. Tepia starts with your analytics, store reviews and support tickets, runs a heuristic review, then tests the two or three flows that the evidence points to. Findings come back as specific wireframe changes.
How do you measure whether usability actually improved?
Tepia uses the System Usability Scale after every test round, alongside task completion and time on task. Comparing scores between releases shows whether changes made the app easier to use.

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