Directory Categories

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1 – 50 of 380 categories

User Experience (UX) Research

The study of users and their requirements to add context and insights into the process of designing user-centric products and services.

User Feedback

Platforms and tools for collecting and analyzing user feedback. These solutions are crucial for understanding customer satisfaction, improving product design, and enhancing overall user experience.

User Journey Mapping

A visual or diagrammatic representation of the end-to-end customer journey, highlighting touchpoints, user emotions, and pain points to optimize the user experience.

User Research Management

The organization and oversight of user research activities, including planning, execution, and analysis to guide user-centered design decisions.

User Surveys

The use of questionnaires to collect feedback, preferences, and insights directly from users to inform product development and improvement.

User Testing

Tools and services that facilitate user testing fall under this category. They are used to evaluate the usability and user experience of websites, applications, and other digital products by observing real users interacting with the product and collecting feedback.

Verbatim Response Coding

The process of categorizing and coding open-ended responses exactly as they are spoken or written to capture the full nuance of respondent feedback.

Video Analytics

The technique of analyzing video footage to identify patterns, count events, or extract other meaningful information from recorded visual data.

Video Based Research

This category involves tools and methods for conducting research using video content. It includes video interviews, focus groups, and ethnographic research, providing a more nuanced understanding of participants’ behaviors, expressions, and environments.

Video Diary Studies

A qualitative research method where participants record their activities or opinions over a period of time to provide insight into their behaviors and experiences.

Viewing Facilities

Specialized venues equipped for conducting market research, including focus groups and interviews, often with one-way mirrors for observation.

Virtual Reality

In the context of market research, this category includes the use of virtual reality (VR) technology to simulate environments for product testing, user experience research, and consumer behavior studies. VR provides an immersive experience, allowing researchers to analyze responses in simulated real-world settings.

Virtual Store Environments

Virtual Store Environments are simulated retail settings that allow for the testing of store layouts, product placements, and shopper experience in a controlled digital space.

Visual Analytics

Tools and software that specialize in the analysis and presentation of data through visual representations. These include dashboards, data visualization software, and graphic tools that help in understanding complex data sets and uncovering insights through visual interpretation.

Voice Analytics

The use of speech recognition and analysis to understand and derive insights from spoken content in recordings or real-time conversations.

Voice Assistants

Intelligent software agents that can perform tasks or services for an individual based on commands or questions given in natural language.

Voice of Customer Surveys

Surveys designed to capture customers’ expectations, preferences, and aversions to provide a comprehensive understanding of their experiences.

Voice Research

This category encompasses the study and analysis of vocal interactions, often involving speech recognition software and analysis of voice patterns to improve user interfaces and services.

Voice Surveys

In this category, surveys are conducted using voice input rather than traditional written methods, often via phone or voice recognition devices to collect feedback in a conversational manner.

VoxPops

VoxPops involves tools for collecting video feedback and testimonials, allowing for richer consumer insight through visual and auditory expression in natural settings.

Wearables

This refers to research and development in wearable technology such as smartwatches and fitness trackers that collect user data for health, fitness, and personal analytics.

Web Usability Research

This category focuses on evaluating how user-friendly and efficient websites are, involving participant testing to enhance the overall user experience on the web.

Webcam Groups

Webcam Focus Groups use webcams and online meeting platforms to conduct live discussions and gather qualitative data, allowing participants to join from any location.

Webcam Interviews

Webcam interviews involve conducting qualitative research through video calls, allowing for a more personal interaction and the ability to read visual cues.

Website Analytics

This involves the collection and analysis of website data to understand user behavior, improve website performance, and optimize user experience.

WhatsApp Research

This category includes the use of WhatsApp as a platform for conducting research, utilizing its messaging capabilities to gather data and feedback from users.

Whiteboard

Whiteboard typically refers to collaborative brainstorming and strategy sessions that are often part of the planning stage in research and development.

Workshop Facilitation

Workshop Facilitation covers services designed to guide and manage group workshops, aimed at brainstorming, problem-solving, or strategic planning in a collaborative setting.

Youth Research

Youth Research refers to understanding the behaviors, preferences, and needs of teenagers, students or other young adults – often to help guide advertising development, media planning or product innovation.

Zero-party data

Zero-party data refers to data that a customer intentionally and proactively shares with a brand, which can include preference data, purchase intentions, personal context, and how they want the brand to recognize them.

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