Personas are not "one size fits all" in the UX design process. Broad-scope personas work for high-level divisions but are too shallow for detailed design decisions.
Users’ “productivity” tasks differ from “engagement” tasks, in whether more or less is better for metrics like time on tasks, interactions, and page views. Such KPIs are important, but they must be evaluated relative to users' tasks.
Confirmatory and destructive actions should be far apart from each other; use additional redundant visual signals to differentiate between them and avoid user errors.
Poorly designed qualitative or quantitative research may produce invalid results. Avoid encouraging certain responses or behaviors and make sure that your study conditions and participants are representative.
Many best practices for high-quality content creation and management will inevitably be skipped over, unless they are explicitly planned for as user stories within any Agile development project.
Communication is the top challenge when designing remotely, according to 213 UX professionals. Receiving feedback, replicating informal conversations, and maintaining a clear direction on projects were the biggest communication concerns.
A general technique that's helpful in many kinds of UX workshops and design ideation is to first have team members work independently to create diverging ideas and solutions. Then, as a separate step, everybody works together to converge on the final outcome.
A clear vision gives the team something to aim for, and this is especially important for intranet projects, which often involve contributors from many different departments or functions.
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.