Articles & Videos

  • How to Choose the Scope of Your Personas

    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.

  • How to Interpret User Time Spent and Page Views

    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.

  • Dangerous UX: Consequential Options Close to Benign Options

    Confirmatory and destructive actions should be far apart from each other; use additional redundant visual signals to differentiate between them and avoid user errors.

  • Internal vs. External Validity of UX Studies

    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.

  • Content Creation in Agile Development Processes

    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.

  • Is A/B Testing Faster than Usability Testing at Getting Results?

    If A/B testing can quickly show which design is best, why should a UX team bother doing usability studies and other user research?

  • How to Test Content with Users

    When evaluating content, pay extra attention to whom you recruit. Closely tailor tasks to your participants and get comfortable with silence.

  • Remote Design Work: Top Challenges

    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.

  • First Diverge, Then Converge During UX Workshops

    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.

  • Intranet Vision

    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.

  • 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.