Experimentation
What is experimentation?
Experimentation in product work means testing hypotheses with real users or real behaviour so you can learn what works instead of guessing. It includes A/B testing, usability tests, and other controlled tests. The loop: form a hypothesis, run a test, measure, learn, then decide.
Use it when: you have a debatable assumption (e.g. “this change will improve sign-up”) and you can run a test that would change your mind. Experimentation turns opinions into evidence.
Copy/paste checklist (one experiment)
- [ ] Hypothesis: If we [change], then [metric] will [change] because [reason].
- [ ] Method: A/B test, usability test, or other (choose what answers the question).
- [ ] Success metric: What you’ll measure; what “success” and “failure” mean.
- [ ] Decision rule: What you’ll do if the result is X (e.g. ship, iterate, or drop).
- [ ] Learning captured: So the next experiment builds on it.
Why experimentation matters
- Shifts decisions from opinion to evidence so you ship what works.
- Reduces risk by testing with a subset before full rollout.
- Builds a learning culture: “we test” instead of “we assume.”
- Informs prioritisation and roadmap with real data.
What good experimentation includes
Checklist
- [ ] Testable hypothesis – Clear “if X then Y” that can be proved or disproved.
- [ ] Right method – A/B testing for at-scale behaviour; usability testing for why and how.
- [ ] Defined success – Metric and threshold so you know when to act.
- [ ] Decision in advance – What you’ll do with a positive, negative, or inconclusive result.
- [ ] Documented outcome – So the team and future experiments benefit.
Common formats
- A/B test: Compare control vs variant(s) on a metric; random assignment. See A/B testing.
- Usability test: Observe users completing tasks; qualitative learning. See usability testing.
- Smoke test / fake door: Test interest (e.g. sign-up for a feature that doesn’t exist yet). Use for demand validation.
Examples
Example (the realistic one)
Hypothesis: “If we add a one-line value prop above the sign-up form, sign-up rate will increase because users will understand the benefit first.” Method: A/B test; 50/50; primary metric sign-up rate. Success: 95% confidence and ≥2% relative lift to ship. Decision: Ship winner; if inconclusive, iterate copy and re-test. Learning: Document result and any segment differences so the next test builds on it.
Common pitfalls
- No hypothesis: “Let’s just try it.” → Do this instead: Write “If we X, then Y will Z because…” before you run the test.
- Wrong method: Using A/B when you need to understand why (e.g. confusion). → Do this instead: Use usability testing or user research for why; A/B for which version wins.
- No decision rule: You get results but don’t agree what to do. → Do this instead: Define “we ship if…”, “we drop if…”, “we iterate if…” before the test.
- Ignoring learning: Results stay in a slide deck. → Do this instead: Capture outcome and implication; share and reuse in continuous discovery and backlog.
Experimentation vs. related concepts
- Experimentation vs A/B testing: A/B testing is one type of experiment; experimentation is the broader practice (hypothesis, test, learn, decide).
- Experimentation vs user research: User research can be part of experimentation (e.g. usability tests); experimentation emphasises hypothesis and decision.
- Experimentation vs continuous discovery: Continuous discovery is the habit of learning; experimentation is how you test specific assumptions.
Related terms
- A/B testing – the most common at-scale experiment.
- Usability testing – qualitative experiments on flows and clarity.
- Continuous discovery – ongoing learning that generates hypotheses to test.
- Problem statement – frame the problem before you form hypotheses.
- Telemetry – instrumentation you need to measure experiments.
- Feature prioritisation – experiment results should inform what to build next.
- Lean UX – hypothesis-driven design and experimentation.
Next step
Pick one assumption (e.g. about a CTA, a flow, or a message), write it as a hypothesis, and run one experiment (A/B test or usability test). Define the decision rule before you look at results, then document what you learned.