How To Test Designs On No Budget

Imagine you’re building a digital archive or exhibition. You have no budget, no UX designer, and no fancy tools—but you need to know if your site is easy to use. Testing seems impossible, but here’s the secret: the most valuable feedback comes from free (or extraordinarily) cheap methods. With minimal resources, you can gather actionable insights that boost your project’s usability and impact.

Here are three low-cost, high-impact research methods that will instantly improve any digital humanities project.

1. Rapid Testing

During early development, small, fast tests uncover major usability issues before investing time and money. Quick sessions work because they test specific parts of the design without the large time investment of a top-to-bottom session. When users stumble over something obvious, like a hidden button or unclear label, it highlights problems the designers have grown blind to. Hallway testing or five-second tests provide a snapshot of real user impressions, which identify the biggest barriers to usability. A handful of minutes with one or two users will save hours of future rework and frustration.

How to do it cheaply: Try hallway testing—ask a nearby colleague, friend, or conference attendee to use the project for 5–10 minutes while intently observing. Another option is a five-second test: show a screenshot of your homepage to a new person and ask, “What do you think this page is about?”

Example: A small DH project team asked two visiting scholars to test their new exhibit page during a lunch break. Both testers struggled to find the “browse collection” button. This allowed the team to make a quick fix before launch.

2. Paper Prototypes

High-end analytics aren’t needed to spot user confusion; simply watching a user will provide the same insights. Simple paper prototypes and screen recordings work by reducing complexity, placing focus on human behavior. A rough sketch of the interface allows users to preview the design before coding, making it easier to pivot when things don’t work. These tools are powerful precisely because they strip away technical barriers and focus on the user’s journey.

How to do it cheaply: Create a paper prototype with index cards or sketches to test the design before investing time in code. Alternatively, use free tools like Loom or Zoom to record the user’s screen during a remote test. Afterward, comb the recording for moments of hesitation or confusion.

Example: A digital humanities project tested a paper prototype with faculty and students before committing to a design. Testing revealed that the labeling system was unclear—an easy fix before any code was written.

3. Recruit Invested Participants

Willing testers don’t come from advertisements. Instead, look to your community. Recruiting works best when participants feel a connection to the project or subject matter. People are motivated when the content resonates with their interests or values, which leads to richer, more engaged feedback. Mailing lists, social networks, or partner organizations tap into audiences who already have a reason to care. By adding small but thoughtful incentives—like early access or public recognition—you will create goodwill that makes users more likely to help again in the future.

How to do it cheaply: Recruit through the project’s mailing list, social media followers, or partner organizations. Offer non-cash incentives like early access to the site, public acknowledgment, or even a sweet treat.

Example: A community archive project recruited testers via the local history Facebook group. In exchange for 30 minutes of feedback, participants got early access to rare archival photos; a win-win.

Where to begin?

Pick one low-cost UX method and try applying it this week. Even a single round of informal testing can uncover unanticipated issues. Plus, it will establish the habit of including users in the design process, no matter the budget.