It can be hard to calculate the return on investment (ROI) for user experience design improvements. But don't get bogged down in less-important details: often simple metrics can give a good-enough estimate to justify UX investments.
Video game design is a special case of user interface design, with some differences (especially in user goals) but also many similarities with more traditional UX design problems and methods.
In the discovery phase of a UX project, a problem statement is used to identify and frame the problem to be explored and solved, as well as to communicate the discovery’s scope and focus.
No matter your screen size, some data tables will be too big for the screen. This problem is particularly common on mobile devices. Simple interaction techniques can help, but you may need to offer users more advanced features for information hiding and column reordering.
For each research or design method you employ, create a document that defines this method and can be used to educate other team members on UX activities.
Coming from a traditional content/writing background, Michelle Blake presents her case study of broadening her remit to a fuller range of user-experience issues and improving the design of her organization's website.
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 maps help UX teams visualize user attitudes and behaviors, building a shared understanding of end users while highlighting gaps in existing user data.
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.
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.
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.
iOS 26’s visual language obscures content instead of letting it take the spotlight. New (but not always better) design patterns replace established conventions.
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.
In a card-sorting study, users organize topics into groups. Use this research method to create an information architecture that suits your users' expectations.