Articles & Videos

  • The 5 Stages of UX-Career Progression

    Individuals at different career stages have different challenges, opportunities, and ways to level up.

  • When Should We Trust AI? Magic-8-Ball Thinking

    It’s easy to place too much trust in genAI tools. Use only information you can verify or recognize to be true.

  • What Is a SWOT Analysis?

    A SWOT Analysis is a framework to analyze the position of a company or product experience relative to others in the market. Its four quadrants offer prompts to help teams identify specific factors that may impact their success.

  • User Testing with Older Adults

    When conducting usability testing with older adults, understand the unique needs of participants in this age group and adjust your test setup and tasks accordingly.

  • Handling Sensitive Questions in Surveys and Screeners

    Researchers often want to ask about sensitive topics in surveys and screeners. Handle them appropriately and delicately to avoid dropoffs and inaccurate data.

  • UX Deliverables: Glossary

    Use this glossary to quickly clarify key terms and concepts related to UX deliverables.

  • Personas Are Living Documents: Design Them to Evolve

    Design personas to evolve and change over time to secure their longevity. Design personas in a way that allows for updates when significant insights emerge, ensuring they remain relevant and maintain their usefulness over time.

  • CASTLE: Measure UX in Workplace Software

    Discover the CASTLE framework for measuring UX in workplace software, an alternative to Google's HEART model.

  • Prompt Controls in GenAI Chatbots: 4 Main Uses and Best Practices

    When following good practices, prompt controls can increase the discoverability of genAI chatbots’ features, offer inspiration, and minimize manual user input.

  • Tabs, Used Right

    Tabs are everywhere, but do you use them properly? Distinguish between types of tabs, design them for visual clarity, and structure their content for usability.

  • 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.