Articles & Videos

  • AI Interviewers

    AI interviewers can conduct user interviews on your behalf, but they come with real limitations. Learn how they work, how well they perform, and the best use cases for adding them to your research toolkit.

  • GenUI vs. Vibe Coding: Who’s Designing?

    With generative UI, the AI system decides to generate an interactive element or entire product in response to a user need. Vibe coding is when users request the AI to build it.

  • Minimum Viable Product (MVP): Definition

    MVPs are learning tools that test whether an idea is valuable to users.

  • Outcome-Oriented Design: The Era of AI Design

    Outcome-oriented design shifts how we approach UX in the AI era. Instead of designing single interfaces, designers now define adaptive frameworks that respond to individual user goals rather than optimizing for average user needs.

  • The 3 C’s of Informational Microcopy

    Well-written informational microcopy should be clear, concise, and have character.

  • What Is Your Site's AI Chatbot for? Users Can't Tell

    Users see little reason to use site AI chatbots. To prove their value, chatbots must solve problems that existing site features don't.

  • 3 Tips to Make AI a Better Editor

    Although AI is (usually) good at editing, it doesn’t mean good prompting practices should be ignored. These 3 tips will help take AI edits to the next level.

  • Design Process Isn't Dead, It’s Compressed

    As AI speeds up design work, the argument to "throw out the process" misrepresents how experienced designers work.

  • The Methodological Problems Hiding in Your Research Tools

    The methodological blind spots in UX research tools have always been a problem. Now that AI is planning and analyzing research, it's gotten worse.

  • Visualize Raw Data to Make Better Decisions

    Looking at and visualizing your raw, primary data is not a waste of time, quite the contrary. In fact, it can be the highest value action and the biggest return on investment that you can do.

  • 10 Usability Heuristics for User Interface Design

    Jakob Nielsen's 10 general principles for interaction design. They are called "heuristics" because they are broad rules of thumb for UX and not specific usability guidelines.

  • Empathy Mapping: The First Step in Design Thinking

    Empathy maps help UX teams visualize user attitudes and behaviors, building a shared understanding of end users while highlighting gaps in existing user data.

  • Journey Mapping 101

    A journey map is a visualization of the process that a person goes through in order to accomplish a goal.

  • How to Conduct a Heuristic Evaluation

    Step-by-step instructions to review your product to find potential usability and experience problems. Download a free heuristic evaluation template.

  • When to Use Which User-Experience Research Methods

    Modern day UX research methods answer a wide range of questions. To know when to use which method, each of 20 methods is mapped across 3 dimensions and over time within a typical product-development process.

  • Service Blueprints: Definition

    Service blueprints visualize organizational processes in order to optimize how a business delivers a user experience.

  • Design Thinking 101

    Design thinking is a user-centered process that helps teams understand needs, generate ideas, test solutions, and drive innovation.

  • Usability (User) Testing 101

    UX researchers use this popular observational methodology to uncover problems and opportunities in designs.

  • User Interviews: How, When, and Why to Conduct Them

    User interviews have become a popular technique for getting user feedback, mainly because they are fast and easy. Use them to learn about users’ perceptions of your design, not about its usability.

  • Usability 101: Introduction to Usability

    Usability makes designs easy, efficient, and satisfying to use. Improve it through early, repeated user testing with real users

  • User Journeys vs. User Flows

    User journeys and user flows both describe processes users go through in order to accomplish their goals, but they differ in scope, purpose, and format.

  • Affinity Diagramming for Collaboratively Sorting UX Findings and Design Ideas

    Use affinity diagramming to cluster and organize research findings or to sort design ideas in ideation workshops.

  • UX Research Cheat Sheet

    User research can be done at any point in the design cycle. This list of methods and activities can help you decide which to use when.

  • Using “How Might We” Questions to Ideate on the Right Problems

    Constructing how-might-we questions generates creative solutions while keeping teams focused on the right problems to solve.

  • Liquid Glass Is Cracked, and Usability Suffers in iOS 26

    iOS 26’s visual language obscures content instead of letting it take the spotlight. New (but not always better) design patterns replace established conventions.

  • User-Interface Elements: Glossary

    Use this glossary to quickly clarify definitions for key graphical user-interface elements and controls.

  • Why You Only Need to Test with 5 Users

    Elaborate usability tests are a waste of resources. The best results come from testing no more than 5 users and running as many small tests as you can afford.

  • Card Sorting: Uncover Users' Mental Models for Better Information Architecture

    In a card-sorting study, users organize topics into groups. Use this research method to create an information architecture that suits your users' expectations.

  • Open-Ended vs. Closed Questions in User Research

    Open-ended questions result in deeper insights. Closed questions provide clarification and detail, but no unexpected insights.

  • The Definition of User Experience (UX)

    "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products.