Articles & Videos

  • Common Errors in Quantitative Research

    False positives and negatives are common errors in quantitative studies that can lead to harmful business decisions. To avoid these mistakes recruit large enough sample sizes, representative participants, and control for confounding variables.

  • Psychology for UX: Study Guide

    Unsure where to start? Use this collection of links to our articles and videos to learn about principles of human psychology and how they relate to UX design.

  • AI on Intranets: 5 Valuable Features

    NN/g’s 2023 Intranet Design Annual winners used AI for chatbots, tool recommendations, career guides, virtual assistants, and personalized communications to boost productivity.

  • Competitive Usability Evaluations

    Data on what works well or poorly on other sites saves you from implementing useless features and guides UX investments to features that your users need.

  • User-Experience Quiz: 2023 UX Year in Review

    Test your usability knowledge by taking our quiz. All questions and answers are based on articles that we published last year.

  • Accessibility Widgets Are Not Enough for Screen-Reader Users

    Website accessibility widgets add little value in making your site accessible to users with partial or no vision.

  • UX Portfolio Updates: A New Year's Resolution

    Is your UX portfolio woefully outdated? Use this simple technique every new year to capture your important achievements and make the task more manageable.

  • Data vs. Findings vs. Insights

    Data refers to unanalyzed user observations, findings capture patterns among data points, and insights are the actionable opportunities based on research and business goals.

  • Make Dot Voting Better

    Think beyond the dot in your next UX workshop! Variations of dot voting such as heat mapping and dot coding add context and facilitate deeper discussion during UX prioritization activities.

  • Tables of Contents on Mobile

    Tables of contents show mobile users an overview of the information on the page and allow them to easily access the piece of content that is relevant to them. Two possible implementations involve in-page links and accordions.

  • 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.